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Ars Magic 5th edition
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<blockquote data-quote="Yair" data-source="post: 1867349" data-attributes="member: 10913"><p>There were some major gaffs done in 4E that needed correcting. Quirks in the combat system meant that a naked guy with a club was the ultimate power on the battlefield, some of the spell-constructing-guidelines were questionable (especially notorious was the fact the invisibility became a mere cantrip) or not clear, and character advancement and power-level did not sit well with the setting and other rules. Additionally, the addition of several products to the line (particularly The Mysteries) clarified and extended fluff concepts to a degree that encouraged revising the core rules in light of these developments. </p><p>The new edition also seems to be more "design-focused". The idea is to develop a coherent ArM product line and gameworld. For example, the core rules were written with the main conceptions of the Divine within the game already in mind, providing a foundation for future products on it. The line now does not accept any product suggested by an author, rather it has a list of planned products and seeks out authors to make them.</p><p>So that's what prompted the changes.</p><p></p><p>The changes mainly revolve around a simplification and unification of the rules. Additionally the combat system was overhauled, and different things were clarified. Supposodly, all the old problems will fade away and this edition will be perfect ... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>I didn't actually read the new system yet, mind you. All of this is just from what the designer said.</p></blockquote><p></p>
[QUOTE="Yair, post: 1867349, member: 10913"] There were some major gaffs done in 4E that needed correcting. Quirks in the combat system meant that a naked guy with a club was the ultimate power on the battlefield, some of the spell-constructing-guidelines were questionable (especially notorious was the fact the invisibility became a mere cantrip) or not clear, and character advancement and power-level did not sit well with the setting and other rules. Additionally, the addition of several products to the line (particularly The Mysteries) clarified and extended fluff concepts to a degree that encouraged revising the core rules in light of these developments. The new edition also seems to be more "design-focused". The idea is to develop a coherent ArM product line and gameworld. For example, the core rules were written with the main conceptions of the Divine within the game already in mind, providing a foundation for future products on it. The line now does not accept any product suggested by an author, rather it has a list of planned products and seeks out authors to make them. So that's what prompted the changes. The changes mainly revolve around a simplification and unification of the rules. Additionally the combat system was overhauled, and different things were clarified. Supposodly, all the old problems will fade away and this edition will be perfect ... :D I didn't actually read the new system yet, mind you. All of this is just from what the designer said. [/QUOTE]
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