Mage: The Ascension vs Numenera
Compare Mage: The Ascension and Numenera side by side. See differences in complexity, dice, genre, cost, and more.
| Mage: The Ascension | Numenera | |
|---|---|---|
| Genre | Fantasy, Modern, Horror | Scifi, Fantasy |
| Tags | Freeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics | Exploration, Weird, Theater of the Mind, Player-Only Rolls, Low-Prep, Lore-Heavy, Cinematic, Atmospheric, Narrative |
| Core Mechanic | Build a d10 pool from an Attribute plus an Ability and count each die that meets or exceeds the difficulty, usually 6. Each rolled 1 cancels a success, and a roll with no successes and at least one 1 botches. Magick uses Arete instead: the highest Sphere plus coincidence or vulgarity and witnesses establishes the base difficulty, with situational modifiers applied afterward. Successes determine the Effect, and vulgar casting risks Paradox. | GM sets task difficulty 1–10; the target number is difficulty × 3 on a d20. Players ease difficulty by being trained (one step) or specialized (two steps) in a skill, having a favorable asset, or applying Effort: spending points from Might, Speed, or Intellect Pools, with Edge in the relevant stat reducing the cost. Players make all rolls; defense rolls against creatures use the same d20 system as attacks. Natural 17–20 add bonus damage or trigger minor and major effects; natural 1 prompts a GM intrusion that awards the player XP. |
| Dice | d10 dice pool | d20 |
| Complexity | Very High | Medium |
| Accessibility | High | High |
| Runnability | Very High | High |
| License | All Rights Reserved | Proprietary |
| Third-Party Publishing | Commercial publishing allowed — Storytellers Vault | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | Onyx Path Publishing | Monte Cook Games |
| Year | 2015 | 2018 |
| Best For | Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world. | Groups who want exploration-driven science-fantasy where uncovering ancient technology and forgotten knowledge is the campaign's core reward. Particularly suited to GMs who prefer minimal preparation and players who enjoy spending stat-pool resources to ease tasks rather than tracking many subsystems. |
| Highlights | Nine Spheres combine to build open-ended Effects, allowing the same capability to emerge through different paradigms, practices, and instruments. Coincidental and vulgar classifications make subtlety a tactical choice because conspicuous magick raises difficulty and accumulates Paradox. Focus ties belief to procedure, so a mage's worldview determines the tools and rituals used to alter reality. | Cyphers are single-use, randomly determined gadgets that every character carries and that refresh each session, so combat and problem-solving options change constantly without permanent power creep. The GM never rolls: players make all attack and defense rolls against fixed creature target numbers. Three character types (Glaive, Nano, Jack) combine with dozens of descriptors and foci to produce sharply differentiated builds without a class-and-level structure. XP is awarded for discovery and for accepting GM intrusions rather than for combat, and players can spend XP on player intrusions to bend the narrative. |
| Considerations | Improvised Effects place frequent adjudication on the Storyteller, who must apply Sphere permissions, focus, required successes, and consequences consistently. Vulgar magick generates Paradox even on success, so overt power can punish a mage through injury or metaphysical breakdown. Faction choices can make a cabal internally hostile, so character concepts need shared motives before play. | Combat is theater of the mind by default with no grid or detailed positioning rules. GM intrusions are central to play and require player buy-in; players who prefer uninterrupted action control may find them disruptive. Cyphers must be rolled or selected fresh each session, adding GM workload that scales with party size. The Ninth World setting is intentionally vague in many places, leaving GMs to invent specific details. |