Mage: The Ascension vs Pathfinder
Compare Mage: The Ascension and Pathfinder side by side. See differences in complexity, dice, genre, cost, and more.
| Mage: The Ascension | Pathfinder | |
|---|---|---|
| Genre | Fantasy, Modern, Horror | Fantasy |
| Tags | Freeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban Fantasy | Tactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy |
| Core Mechanic | Roll an Attribute-plus-Ability pool of d10s and count dice meeting the difficulty, usually 6. Each rolled 1 cancels a success. A roll botches only when no die meets the difficulty and at least one die shows 1. Magick instead rolls Arete, the mage's enlightenment rating, against a difficulty based on the highest Sphere used and whether the effect violates ordinary reality. Successes determine the effect's extent. | Roll d20 + modifier against a DC. Four degrees of success: critical success (beat DC by 10+), success, failure, and critical failure (miss by 10+). Each turn grants three actions to spend freely on strikes, movement, spellcasting, or other activities. Multi-attack penalty (-5/-10) discourages repeated strikes and encourages tactical variety. |
| Dice | d10 dice pool | d20 |
| Complexity | Very High | High |
| Accessibility | High | Very High |
| Runnability | Very High | Very High |
| License | All Rights Reserved | ORC |
| Third-Party Publishing | Commercial publishing allowed — Storytellers Vault | Commercial publishing allowed — Open and compatibility licenses |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | Free |
| Publisher | Onyx Path Publishing | Paizo |
| Year | 2015 | 2023 |
| Languages | English, French, German, Italian, Russian, Spanish | English, French, German, Italian, Spanish, Portuguese |
| Best For | Groups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality. | Groups who want deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules. |
| Highlights | Nine Spheres combine into improvised magical effects beyond a fixed spell list. A mage's beliefs determine the practices and instruments that make those effects possible. Concealing magick within plausible events reduces the risk of reality's backlash. | The three-action economy gives every turn the same three actions to spend on strikes, movement, or spells, so each turn is a fresh tactical decision. Characters customize through ancestry, class, skill, and general feats gained at nearly every level, letting builds diverge sharply within a single class. Four degrees of success, set by beating or missing the DC by 10, turn each roll into a range of outcomes rather than a binary result. |
| Considerations | Improvised magick requires the group to agree on what an effect can accomplish before rolling. Accumulated Paradox can injure a mage or trap them in a distorted reality. Cabals need shared motives to keep incompatible faction loyalties from pulling the campaign apart. | New players must learn the trait system, conditions, and four degrees of success before combat runs smoothly. Multi-attack penalty and numerous combat actions can slow turns for indecisive players. Character creation draws feats from ancestry, class, skill, and general pools at every level, making each build a slow step. |