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Ascendant Destiny Reviews

These reviews were obtained from the DrivethruRPG website.

They can be found at:

Title Chapter 4 - Dodging Traps in Anaba

Elizabeth S.

This RPG is great!


I just wanted to say that I'm so happy with this RPG. I started playing with Ascedant Destiny when my GM introduced me to it a few months back. I just had to buy a physical copy myself! I am so happy with it! Is there any more content coming out? This system would be so great with a setting as well, I just love the characters drawn in the book.


Rating:[5 of 5 Stars!]

Michael S.

I've played a few different role playing systems now, Ascendant Destiny is by and far the most balanced and offers the most freedom in character creation. When I started advancing my second character, a gnomish engineer who primarily used rifles and technological versions of a few spells, I realised he was lacking in close combat abilities so I branched out and learned how to use a dagger and stealth. Your character isn't confined by early decision and you can advance them as you please and as best suits the party dynamic. The dice system is very satisfying as well, as I level up my skills is allows me to role more dice which makes you 'feel' more powerful when using certain skills, it has a very tactile satisfaction to it while still being balanced and amazing fun.

Rating:[5 of 5 Stars!]

Dean S.

I've been running this system with my group using a Pathfinder module I found online for a few months and I must say the system works remarkably well. It does require a bit of extra preparation but as an experienced GM I had no real issue converting the encounters so that they work with the new rules. I much prefer the more realistic feel of Ascendant Destiny and the focus character advancement is excellent.

Rating:[5 of 5 Stars!]

Lewis D.

A remarkable RPG system with a lot of depth.

The Ascendant Destiny book contains thirteen wonderfully illustrated chapters that detail character creation/advancement, four chapters of spells, game rules and even advanced/optional rules. Not only does the book contain the rules you need it to play it also has guides on how to create new rules (create new spells for example) and a guide for creating and balancing combat encounters.

There seems to be a lot of room to develop characters from 'low level' to epic characters, with tonnes of different abilities and spells. Some of the epic-level abilities look very exciting particularly the Divine Feats and spells like 'whirling death' which enables you to make a full attack at everyone around you!

I can't wait to try this system with my group next time I GM.

Rating:[5 of 5 Stars!]

Shane K.

Disclaimer: I'm a friend of the designer, and have played some version of this system for many years.

Ascendant Destiny is a flexible and versatile system. It supports highly customisable, rich, and distinct characters who grow into beings of legend throughout a campaign.

Its progression system is class-less, focusing instead on specific skills and abilities (broadly variations on fighting, knowledge, social, technical, exploration, and magic skills) allowing characters to develop in their own way. Many different approaches and styles are supported and able to contribute to a party or story, including any combination. Magic in combat, in particular, is treated via a skill just like any other fighting skill, allowing a character to fight all day in any way their player can imagine, in addition to casting specific spells which are handled via a separate magical knowledge skill.

Its progression system is meaningful, with a strong fantasy for different skills and approaches including distinct types of magic, fighting styles, and ways to influence and support others. This continues into the late game with significant and memorable powers as characters 'ascend' into legend.

It has an elegant and fast core system that supports creativity and variety. You can treat the skills quite broadly and descriptively if adopting a narrative approach to running the game, in particular the profession skills can fill in for character concepts such as 'big damn hero.' But there is also enough depth to satisfy those who prefer a more tactical approach, with rewards for character optimisation and numerous optional rules for extra detail.

The core dice system involves rolling a number of d10s equal to the character's rating in a relevant skill or ability. The results are used to generate a single number that is compared to the check's difficulty to determine success, failure, or in between. My rough simulations show that the average result is about 'number of dice plus six,' with the result usually falling within three of this average. I've seen many players prefer a multiple dice distribution like this (i.e. closer to a bell curve, compared to a single die system where every result is equally likely) as it tends to make their characters feel more competent over time and reward investment in a skill or ability. But this system also retains the simplicity of a single result for a fast determination of success, and preserves and celebrates extreme results.

Finallly, it is a a heavily customisable system, with support for creating your own feats, powers, and specialities, as well as the ability to adapt the system to any setting or genre beyond high fantasy. I've had a blast playing with this system and I hope you do as well.

Rating:[5 of 5 Stars!]

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