Mage: The Ascension vs VI·VIII·X
Compare Mage: The Ascension and VI·VIII·X side by side. See differences in complexity, dice, genre, cost, and more.
| Mage: The Ascension | VI·VIII·X | |
|---|---|---|
| Genre | Fantasy, Modern, Horror | Fantasy |
| Tags | Freeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics | Skill-Based, Career-Based, Freeform Magic, Roll to Cast, Deadly, Gritty, Experimental |
| 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. | Action Resolution Check (ARC): roll the die set by your Exclusive Skill score (d4 at skill 1–2 up to d12 at skill 9–10); rolling at or under the skill adds that result while rolling over subtracts the difference. Add the governing Character Stat and your Morality Index, then beat a hidden GM threshold (ARCT) or an opponent's roll (ARCO), with ties going to the defender. Because the Morality Index feeds every check, how closely a character follows their chosen moral Path constantly raises or lowers all their rolls. |
| Dice | d10 dice pool | d4–d12 |
| Complexity | Very High | Medium |
| Accessibility | High | Very High |
| Runnability | Very High | Low |
| License | All Rights Reserved | VI·VIII·X Third Party License |
| Third-Party Publishing | Commercial publishing allowed — Storytellers Vault | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | Free |
| Publisher | Onyx Path Publishing | Knight of the Lake Games |
| Year | 2015 | 2025 |
| 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. | Experienced GMs running morally grounded fantasy who want player choices to carry hidden mechanical weight, and tables that prefer immersion and information asymmetry over full rules transparency. |
| 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. | A character's Morality Index adds to every check, so holding to a chosen moral Path lifts all rolls while drifting from it imposes a growing penalty until the character returns, and the GM tracks the grid position in secret so players feel the swing without seeing its cause. Secret Sorcery, the arcane tradition, pairs one element word with one principle word from twelve Magic Circles to declare any effect the GM prices by scope, removing spell lists and preparation and pushing magic toward improvised problem-solving. Characters have no hit points, so damage lowers the relevant Character Stat, and a stat reduced to zero starts a countdown of stat-plus-level turns during which healing can still reverse it before death locks in. |
| 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. | The Keep Uneducated Paradigm places the morality grid, hidden thresholds, growth points, and State of Mind tracking entirely on the GM, a parallel bookkeeping load that grows with the party. Resting recovers only one or two stat points per day and any real activity reverses healing, while magical healing ages the character a week per point restored, forcing long downtime between fights. Social interaction has no mechanical subsystem and defaults to the player's own roleplaying, so persuasion, intimidation, and negotiation rely on the generic check rather than any dedicated social rules. |