GhostShip Blue
First Post
Hermetic mages are best at making magic potions. Then permanent magic items. Then casting formulaic spells. Then learning spells from books. Then spontaneous magic. Then anything else.
This is the single most head clearing thing anyone has ever suggested about Ars to me. I have been laboring under the (false) belief that developing and casting formulaic spells would be the magi's strongest suit. But you're right, the rules are kind of built for the magi to make stuff.
True enough. Touche.Well, game time is measured in seasons for a reason![]()
Not so much as I don't expect to invest that kind of time and energy (as a player or a character) for such minimal return. The ROI is too low. Kind of mercenary way to couch the argument, but that's, at the core, what my issue is.In addition to what has already been mentioned, you should realize that a default Magus character has only just finished her apprenticeship. You seem to expect a different power level, which would be fine if your group agreed to start play with older Magi.
Which returns to my earlier argument that if you take an off the rack spell, you're golden. It is easier to modify Endurance of the Berzerkers to effect the people (who we're lead to believe are not fond of the magic 'vibe') than it is the inanimate metal they're wearing.TRIM
If your intent is to reduce the exhaustion of your grogs, then maybe a Corpus effect would be easier.
Very true. What I sense to be true is it's not as spiffy as my friends think. I'm trying to find a way to make peace with it so the people in the group who love it can play.GhostShip, you seem to me to be troubled not by confusion about Ars Magica, but a desire not to believe what you sense to be true about it.
It's not that I don't love some eccentric games - I do. Phoenix Command and Living Steel anyone? To me the system is elegant because it all works together and actually reflects that guns are VERY dangerous things. Living Steel has one of the best stories and some of the best thought out history - there's me and three Finns, two Swedes and a pair of other Americans who feel that way (and they actually don't like Living Steel).If it helps, I do like the game for all its awkwardness. And to be fair, the overwhelming majority of games are designed with far less clarity and forethought than gamers believe has gone into them. This is, my experience, the real problem - people become emotionally invested in their games, and try to defend even their most obvious flaws. I believe that the wisest thing is to accept, and then ignore the problems by closing your eyes to them while you play.
It feels like every time I try to do something in Ars it's a, "Well, not quite." moment. And that comes because I don't "get" it. To be honest, I don't want to get it. There's no pay off for me in some cranky old recluse waiting to go insane in his old age to cast a spell or two that aren't that cool. I want to see the math for the desert of glass shards - because in my experience it doesn't happen. The Bjornaer turns into a bear/wolf/shark and mauls people after the companions shoot a few arrows and soak some damage.
And I feel bad for feeling that way. For years we played Pathfinder or Traveller, which I DO enjoy. We've played Champions which I love and a couple of them dislike. We've played Ars in the past as well, I disliked it then and continue to do so, apparently.
However, between Nagol's advice, avoiding my mage as much as possible and this tidbit:
I've got a plan.I believe that the wisest thing is to accept, and then ignore the problems by closing your eyes to them while you play.