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[Ars Magica - 5E] How do the rules play?
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<blockquote data-quote="ArghMark" data-source="post: 4874995" data-attributes="member: 83266"><p>Funny you say that about the rules. My group really wanted to play it but had issues with the rules. </p><p></p><p>Anyway, it's actually not that bad.</p><p></p><p>Stamina + Form + Technique is pretty simple. It just requires you have a good knowledge of what the Forms do. Basically each magus isn't going to have high amounts in everything, so effectively you make a magus who is good at something. Look at the mages in the book. For the most part you have 'air' wizards, 'earth' wizards, 'illusion' wizards and so on. </p><p></p><p>It means that your wizard thinks in terms of what he can do with his chosen discipline. Its quite uniform like that; you always use Air to do stuff. Want to kill dudes? Suck the air out of a room. </p><p></p><p>So basically you have some forms you favor (Lets say Creo and Rego) and one or two techniques you favor (Lets say Auram and Ignem.) You are good at controlling and creating air and fire. No need to use all the other stuff.</p><p></p><p>You don't have to recalculate stuff all of the time then. </p><p></p><p>Also formulaic spells are great. Calculate your total one time. Finis. Use spell as neccesary. Either you cast it or you don't, and that's that.</p><p></p><p>Spontaneous spells are a little harder. The GM at least must be familiar with the spell creation rules, but it basically goes like this -</p><p></p><p>PC: I want to create fire!</p><p></p><p>GM: Okay (Looks in Creo Ignem part of the magic book) to create a fire is this level. You want to do it by touch or in voice range?</p><p></p><p>PC: Voice, I think.</p><p></p><p>GM: Okay, that means you have to hit level blah. Roll!</p><p></p><p></p><p></p><p>Basically the thing to remember with Ars is that Wizards need time to sit in their lab and study. Basically once a year hit them with a plot hook, then let them study it or finish it up. </p><p></p><p>The other thing to remember is wizards are squishy. Feel free to let them have shield grogs, or basically big tough dumb guys who stand in front of the wizard and go 'uh' everytime they get hit.</p><p></p><p>Better yet, keep those wizards out of combat.</p></blockquote><p></p>
[QUOTE="ArghMark, post: 4874995, member: 83266"] Funny you say that about the rules. My group really wanted to play it but had issues with the rules. Anyway, it's actually not that bad. Stamina + Form + Technique is pretty simple. It just requires you have a good knowledge of what the Forms do. Basically each magus isn't going to have high amounts in everything, so effectively you make a magus who is good at something. Look at the mages in the book. For the most part you have 'air' wizards, 'earth' wizards, 'illusion' wizards and so on. It means that your wizard thinks in terms of what he can do with his chosen discipline. Its quite uniform like that; you always use Air to do stuff. Want to kill dudes? Suck the air out of a room. So basically you have some forms you favor (Lets say Creo and Rego) and one or two techniques you favor (Lets say Auram and Ignem.) You are good at controlling and creating air and fire. No need to use all the other stuff. You don't have to recalculate stuff all of the time then. Also formulaic spells are great. Calculate your total one time. Finis. Use spell as neccesary. Either you cast it or you don't, and that's that. Spontaneous spells are a little harder. The GM at least must be familiar with the spell creation rules, but it basically goes like this - PC: I want to create fire! GM: Okay (Looks in Creo Ignem part of the magic book) to create a fire is this level. You want to do it by touch or in voice range? PC: Voice, I think. GM: Okay, that means you have to hit level blah. Roll! Basically the thing to remember with Ars is that Wizards need time to sit in their lab and study. Basically once a year hit them with a plot hook, then let them study it or finish it up. The other thing to remember is wizards are squishy. Feel free to let them have shield grogs, or basically big tough dumb guys who stand in front of the wizard and go 'uh' everytime they get hit. Better yet, keep those wizards out of combat. [/QUOTE]
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[Ars Magica - 5E] How do the rules play?
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