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[Ars Magica - 5E] How do the rules play?
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<blockquote data-quote="dbm" data-source="post: 4877056" data-attributes="member: 8014"><p>I haven't played 5ed Ars Magica, but I have played 2nd and 4th and read the 5ed rules.</p><p></p><p>The system is very simple once you get used to it. There are, in effect two main skill systems - magic and everything else. It seems like a lot of information to digest, but in reality it is very manageable.</p><p></p><p>The rules for non-magic are very simple but effective, and the 'stress die' mechanism means that you can get some very big numbers occasionally. This can really throw a curve ball in to the action! (In a good way IMO).</p><p></p><p>The magic rules are extremely flexible, and are the main selling point of the system. Ars Magica models wizards like you see them in many novels - quite simply more powerful than everyone else! </p><p></p><p>This only works because of the Troupe style of play. Everyone has a wizard, a Companion and (usually) a grog (some groups share the grogs round, rather than having them owned by particular players). Wizards basically get more powerful by staying home and studying, so often people don't <em>want</em> to play their wizard character on an adventure. But the Covenant (in-character wizard group) will usually twist one wizard's arm and get them to go - that 'unfortunate' will usually rotate between adventures, so everyone gets their time in the spotlight.</p><p></p><p>It produces a completely different dynamic than pretty much any other RPG - I can't recommend it highly enough! The only thing to watch out for is that the game is really built around politics between the wizard PCs and the factions they belong to. Players should <em>expect</em> to disagree with the other players (in character) and actively plot against them. This is fun as long as you know what to expect and are mature enough to handle the concept.</p><p></p><p>Cheers,</p><p>Dan</p></blockquote><p></p>
[QUOTE="dbm, post: 4877056, member: 8014"] I haven't played 5ed Ars Magica, but I have played 2nd and 4th and read the 5ed rules. The system is very simple once you get used to it. There are, in effect two main skill systems - magic and everything else. It seems like a lot of information to digest, but in reality it is very manageable. The rules for non-magic are very simple but effective, and the 'stress die' mechanism means that you can get some very big numbers occasionally. This can really throw a curve ball in to the action! (In a good way IMO). The magic rules are extremely flexible, and are the main selling point of the system. Ars Magica models wizards like you see them in many novels - quite simply more powerful than everyone else! This only works because of the Troupe style of play. Everyone has a wizard, a Companion and (usually) a grog (some groups share the grogs round, rather than having them owned by particular players). Wizards basically get more powerful by staying home and studying, so often people don't [i]want[/i] to play their wizard character on an adventure. But the Covenant (in-character wizard group) will usually twist one wizard's arm and get them to go - that 'unfortunate' will usually rotate between adventures, so everyone gets their time in the spotlight. It produces a completely different dynamic than pretty much any other RPG - I can't recommend it highly enough! The only thing to watch out for is that the game is really built around politics between the wizard PCs and the factions they belong to. Players should [i]expect[/i] to disagree with the other players (in character) and actively plot against them. This is fun as long as you know what to expect and are mature enough to handle the concept. Cheers, Dan [/QUOTE]
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[Ars Magica - 5E] How do the rules play?
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