In my ever-continuing tinkering with Ars Magica's rules, I've been thinking lately of cutting all the numbers down to the lowest possible values. My current idea looks something as follows. It means that everything is much more granular and there are some weird quirks.
My last attempt to recalibrate ArM was burned down in a fiery wave of criticism that would have been worthy of the legendary Berklist flame-wars, and I expect this won't be different - but I'd like to hear your comments, y'all.
Ars Simplex
The Core Mechanic
Ars Simplex (ArX) mostly uses Fudge dice - marked with "-1", "0", and "+1". To determine success where it's uncertain, roll:
Roll: Fudge die + modifiers vs. Difficulty
Note that unlike ArM, there are no Characteristics. When the modifier is a Score (such as the Single Weapon skill), you thus have 1/3 chance to perform at your score's level, a 1/3 chance to perform one difficulty-magnitude below, and a 1/3 chance to perform one difficulty-magnitude above your skill.
Stress roll: In stress, when you get "-1" on your die you must roll an additional "Bad Luck Dice" (another Fudge die). If it comes out "-1", you experience bad luck: the "-1"s stack so your roll is -2, and you may botch. Roll a number of 10-sided dice, Botch die, and determine botches like in normal ArM.
The Pyramid Scale
The pyramid scale for ArX is x10; to increase a Score from X to X+1 you need to accumulate (X+1) x 10 points. You need 10 total points to reach score 1, 30 to reach score 2, 60 to reach score 3, 100 to reach score 4, 150 to reach score 5, 210 to reach score 6, 280 to reach score 7.
Source Quality
Practice gets you 1 XP per season. So does studying raw vis.
Practice with a book or teacher gets you 2 XP per season. So does studying significanto.
Book Learner gets you +1 XP per season when studying from books.
Adept Student gets you +1 XP per season when studying from teachers.
Free Study gets you +1 XP per season when studying from raw vis or significanto.
Affinity with X gets you +1 XP per season when studying a given Art or Skill.
Elemental Magic (Major Virtue) gives +1 XP to one of four Elemental Forms when studying another.
Secondary Insight (Major Virtue) gives +1 XP to one of two Forms when studying one of two Techniques, and vice versa.
Study Bonus gets you +1 XP when studying at the appropriate locale.
Character Generation
All wizards are Wealthy, Educated, and have Magic Resistance. They also have The Gift. Wealthy gets you three free seasons in character generation; Educated gets you literacy and mastery of the liberal arts.
Early Years (30 XP): 30 XP over 5 years, including a score of 1 (10 XP) in Native Language, and 2 general skills at score 1 (20 more XP). Languages are usually only learned to score 1, which is native fluency; there is basically no incentive to learn a language to higher levels, and ArX doesn't bother with lower levels of skill.
Apprenticeship: 75 XP over 15 years, divided as follows:
Apprenticeship Skills (30 XP): A score of 1 in Magic Theory (10 XP), 1 in Latin (10 XP), and 1 (10 XP) in an additional arcane/lore skill of your choice.
Apprenticeship Arts (40 XP): Practically meaning a "specialist" with a score of 2 (30 XP) in one Art and 1 (10 XP) in another, or a "generalist" with 4 arts at score 1 (10 XP each).
Apprenticeship Spells (5 XP): Five spells, of magnitude (difficulty) (Magic Theory + Te + Fo +1), so usually about magnitude 4.
Later Life: 2 XP per year, 3 for Wealthy, 1 for Poor. Virtues and access to teachers or books may increase these totals. A spell costs a Season, which is basically 1 XP.
Apprenticeship stats based on assuming Wealthy (3 free seasons per year), with access to books or teachers for 2 of those, giving 5 XP per year.
Auras
Tainted (0), Weak (+1), Medium (+2), or Strong (+3).
Magic adds, Faerie adds one magnitude less, Infernal subtracts, Divine subtracts twice as much.
Hermetic Magic
Basic Lab Total is (Magic Theory +Te +Fo +Aura).
Basic Casting Total is (Te +Fo +Aura); Ceremonial Casting is always possible, adding +Philosohpy by using materials, symbols, rituals, and so on (at 15 minutes per magnitude).
Puissant Magic Theory is free virtue of House Bonisagus, and only possible through it. Adds +1 to MT. (Puissant Skill is otherwise only applicable to Supernatural Skills.)
Puissant Philosophy is free virtue of House Jerbiton, and only possible through it. Adds +1 to Philosophy.
Puissant (Art) adds +1 to one Art. Can only be taken once.
Magical Focus adds +1 to one area of magic, but at the cost of -1 to all other areas of magic. Minor has range less then Te+Fo combination, Major has range less then Fo.
Cyclic Magic adds +1 when it applies.
Using Raw Vis adds as much as +Magic Theory to Casting Total (+1 per pawn).
Effort (spending Fatigue or Confidence) adds +1 to Casting Total.
Arcane Connection adds +1 to Casting Total.
Sympathetic Connection adds +1 to Casting Total (does not need Arcane Connection).
Great (Characteristic) adds +1 to the Casting Total of one Technique; Com adds to Creo, Str to Perdo, Per to Intellego, Pre to Rego, Dex to Muto. Each Char also adds to appropriate Skill rolls.
Talisman attunement adds +1 to the Casting Total of attuned bonuses.
Wizard's Communion adds +1 per extra participant, up to Leadership participants ?!
Method Caster and Special Circumstnaces add +1 to Casting Total when they apply.
Using natural philosophy( = ArM5 shape & material) adds +Philosophiae to Lab Total. (Note that aura will be higher for Lab Total as well, typically.)
Inventive Genius adds +1 to the Lab Total for inventing new effects or spells. Adept Lab Student adds +1 to the Lab Total for inventing ones based on Lab Texts.
Enchanting your Talisman or Familiar adds +1 to the Lab Total.
Lab Specialization adds +1 to Lab Total in the area of specialty. Must be described and due to magical/supernatural effect or conditions.
Casting Spells
Formulaic Casting Total = stress die + Basic Casting Total.
Spontaneous Casting Total = (stress die + Basic Casting Total) / 2.
Fast-Cast Casting Total = stress die + Basic Casting Total - 3. Plus 2 extra botch dice.
Ritual Spell: Anything above magnitude 6, plus anything else that fits (as per ArM5). Always Ceremonial Casting (adding +Philosophiae), requires one pawn per magnitude.
Words and Gestures: -1 for Quiet/Subtle, -3/2 for No/No.
Spell Guidelines
All combinations use the same spell guidelines:
Magnitude 0: Superficial/cosmetic effect.
Magnitude 1: Small change with natural limits. Light Wound, Winded fatigue level.
Magnitude 2: Large change within natural limits. Medium Wound.
Magnitude 3: Small supernatural change. Heavy wound.
Magnitude 4: Large supernatural change, or multiple small supernatural changes. Incapacitating wound.
Magnitude 5: Multiple large supernatural changes.
Magnitude 6: Kill; deadly wound.
Magnitude 7: Complete supernatural change.
Range, Duration, Target costs/rules as per ArM5.
Individual size is "Typical individual of the created or affected kind". Size magnitude costs +1 per Size (x3 mass) increase.
Houses
Each House provides a unique free Virtue, that cannot be had otherwise.
Bjornaer: Heartbeast - unaffected by Mentem and Corpus spells in Animal form; plus useful animal form.
Bonisagus: Puissant Magic Theory.
Criamon: Enigmatic Wisdom.
Ex Misc: Package-deal.
Flambeau: ?
Guernicus: Quaesitor
Jerbiton: Puissant Philosophy
Mercere: Redcap
Merinita: Faerie Magic
Tremere: Tremere Training - like Skilled Parens, providing +15 XP during apprenticeship; plus X Build Points per year in House support in Later Life/game.
House Tytalus: Self-Confident.
House Verditus: Verditus Magic - adding Craft skill to Lab Total.
Warping
1 Warping Point per year of Later Life. When warping score reaches 5, you're in eternal twilight - so you've got 150 post-Gauntlet years.