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Ars Magic 5th edition
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<blockquote data-quote="Yair" data-source="post: 1862073" data-attributes="member: 10913"><p>Anyone interested in purchasing 5th Edition might want to do it sooner rather than later, as they have a 25$ introductory price till December (at which point the price will rise - I'm not sure by how much).</p><p>I'm currently running a <a href="http://www.enworld.org/forums/showthread.php?t=106651" target="_blank">PbP ArM game</a>. We'll see how that goes.</p><p></p><p>I find that by nature ArM is less about combat then D&D, as the game has in-built political systems and considerations and is less "balanced". Combat tends to be more of a story element (either weak adverseries or too-strong-to-beat), as fine tuning the battle is difficult (no CR system, characters aren't balanced really) and often combat will be a very bad choice politically (harassing faeries, interfering with mundanes...). This enourages less combat, fighting only when it is truly necessary. There are no "wandering monster tables" provided in ArM.</p><p>I also find stories are harder to brew, as a GM. Historical issues keep nagging at the back of your head, so you research some history (which is fun, but time-consuming). And lots of familiar story-hooks don't work so well. The characters have a life, and you need to come up with an actual reason why they would risk it. They aren't suicidal adventurers, sigh.</p><p>On the up-side, you get to learn interesting stuff and have a more coherent life for the characters, which make the stories more meaningful.</p><p></p><p>Of course, your game is what you make of it. This is all just what I find ArM enourages.</p></blockquote><p></p>
[QUOTE="Yair, post: 1862073, member: 10913"] Anyone interested in purchasing 5th Edition might want to do it sooner rather than later, as they have a 25$ introductory price till December (at which point the price will rise - I'm not sure by how much). I'm currently running a [URL=http://www.enworld.org/forums/showthread.php?t=106651]PbP ArM game[/URL]. We'll see how that goes. I find that by nature ArM is less about combat then D&D, as the game has in-built political systems and considerations and is less "balanced". Combat tends to be more of a story element (either weak adverseries or too-strong-to-beat), as fine tuning the battle is difficult (no CR system, characters aren't balanced really) and often combat will be a very bad choice politically (harassing faeries, interfering with mundanes...). This enourages less combat, fighting only when it is truly necessary. There are no "wandering monster tables" provided in ArM. I also find stories are harder to brew, as a GM. Historical issues keep nagging at the back of your head, so you research some history (which is fun, but time-consuming). And lots of familiar story-hooks don't work so well. The characters have a life, and you need to come up with an actual reason why they would risk it. They aren't suicidal adventurers, sigh. On the up-side, you get to learn interesting stuff and have a more coherent life for the characters, which make the stories more meaningful. Of course, your game is what you make of it. This is all just what I find ArM enourages. [/QUOTE]
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