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Mage: The Ascension vs Tales of the Valiant

Compare Mage: The Ascension and Tales of the Valiant side by side. See differences in complexity, dice, genre, cost, and more.

Mage: The AscensionTales of the Valiant
GenreFantasy, Modern, HorrorFantasy
TagsFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress MechanicsHeroic, Character Building, High-Fantasy, Tactical
Core MechanicBuild 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.Roll d20 + modifier against a target number or opposed check. Uses the core 5e framework: six ability scores, proficiency bonus, advantage/disadvantage. Adds a Talent system for additional character customization, reorganizes spells into numbered Circles, and introduces new Heritages and Lineages for character creation.
Diced10 dice poold20
ComplexityVery HighMedium
AccessibilityHighVery High
RunnabilityVery HighHigh
LicenseAll Rights ReservedCreative Commons CC BY 4.0 (Black Flag Reference Document)
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherOnyx Path PublishingKobold Press
Year20152024
LanguagesEnglish, French, German, Italian, Russian, SpanishEnglish
Best ForGroups 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 to continue playing 5e-style fantasy with backwards-compatible adventures but prefer an independent publisher with new heritages, talents, and spell circle organization.
HighlightsNine 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.Fully backwards-compatible with 5e adventures and supplements, Talent system adds character customization beyond subclass choice, spell Circles streamline spell level organization, backed by Kobold Press's extensive monster and adventure catalog
ConsiderationsImprovised 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.Very similar to 5e: groups satisfied with existing 5e rules may not find enough differentiation, still building its own identity separate from D&D, Monster Vault sold separately