I'm getting ready to start my first online ArM5 game and I'm hoping those of you with more experience than myself could critique the house rules I'm considering implementing. Some of these were taken from when other people posted similar questions in the past, but all have been adjusted, and most are new.
1) General:
1a) Everything in the Core book is allowed. Anything else requires my approval (which I'll usually give). I will maintain a list of what I've allowed for future reference, so feel free to ask lots of questions, but please look at that list first, in case your question has already been answered.
1b) Magi enter play immediately after graduation and PCs will not have time to craft items, invent spells etc before the story begins.
1c) On any simple or quality die roll, rather than rolling, you may choose to "take 5." You must make this decision before you roll.
1d) Stunt bonuses: If you put extra thought and effort into something, you may get a small bonus on a relevant check.
2) Virtues/Flaws.
2a) Additional Virtues and Flaws can be acquired throughout the game, but it is not easy, and they're typically the effect of something your character has been through.
2b) Gentle Gift may be taken alongside another Major Hermetic Virtue (normally only one Major Hermetic Virtue is allowed).
2c) Personal Vis source grants you a Supernatural Ability: Vis Cultivation, with a Specialty in your chosen Art. Vis Cultivation may be increased by spending experience or taking Virtues like Puissant Ability. For each point in this Ability (including bonuses from Virtues and the Specialty), you get one pawn of vis per year, to add clarity and prevent the Virtue from losing relevance over time.
2d) Minor House Virtues may be substituted for other virtues, as long as they are thematically appropriate and roughly equal in power. For example, Tremere Magi may choose a different Minor Magical Focus than Certamen, but it should still be something thematically appropriate to that House.
3) Abilities:
3a) You may swap Specializations any time you permanently increase the governing score. You may also exchange one Ability point in a language for one Ability point in a different language in the same group per year spent immersed in a culture using the new language. E.g. if you move from France to Germany, you could gradually swap out your points in French for points in German. Likewise, if you spent months studying tomes written in Arameic, you could gradually swap out points in Hebrew for points in Arameic. The same applies to (Area) Lore.
3b) Dual wielding: Apply the best weapon modifiers (initiative, damage, etc) and the worst Ability (Single weapon[dagger] etc). Dual Wielding is now a valid Single Weapon Specialization. You still only get one attack per round - the second weapon is presumably used to parry or feint.
3c) Shields: Add +2 to Defense, so a Buckler now has a Defense of 3. There's a reason shields were so popular, but by default, a staff has better defense than a shield.
4) Progression:
4a) A character can miss up to one month in a season and still get full benefit of that season for purposes of lab work and so forth, but no more than once a year (they can make up for lost time, but doing so continuously will cause burnout). Adventure experience can be added to other sources of experience, and is the only type of experience for which this is true. For lengthy adventures, travels and stories, it would usually be better to send a Companion. But if your magus wants to go speak with a neighboring Lord, that alone should not waste the entire season.
4b) Every season allows a character to remove a single experience point from an Ability and put it into a different Ability you already possess, and likewise for Arts. This happens passively and does not require action on part of the character. If you regret choosing a particular Virtue, Flaw or other character design choice, talk to me. I would rather you stick with your character and work with me to find a way to address your concerns than to scrap the whole character. It may even be a good source of adventure hooks. This is both more realistic, and ensures that Abilities actually reflect the skills and interests of the character.
4c) Familiars gain experience just like normal characters, from reading books and so on. Note that the Familiar must still have sufficient intelligence to read a book; this only changes how much experience they would gain from such activities.
4d) Recover one Confidence Point per season until the number of Confidence Points equal the Confidence Score.
5) Magic:
5a) Magi choose which Characteristic (except Intelligence or Stamina) they use to calculate their Casting Total. Once chosen, this decision is exceedingly difficult to overturn. It is also an indication of the paradigm through which they understand their own spellcasting. E.g. Hermione's emphasis on the proper pronunciation of Leviosah would be an example of someone emphasizing Communication.
5b) A Magus, Companion or creature with Might who drops from healthy to Dead in one attack, instead drops to Incapacitated and sustains five Heavy Wounds. If they sustain one more wound at this point, or if they had one or more wounds before the attack, they die as normal. This should reduce the frequency of PCs, familiars and important NPCs dying from a single unlucky roll. Five Heavy Wounds is still a huge setback with proper medical care, and is essentially a death sentence without it.
5c) Particularly powerful creatures will have higher Magic Resistance than their Might would normally dictate. In such cases, it may be useful to spend some time and prepare, to increase the Penetration multiplier before upsetting them.
5d) Parma suppresses magic as appropriate, but does not cancel it. If a magus is struck by a flaming sword, the Parma may suppress the flame, but the mage would still be struck by a red-hot glowing sword.
5e) If there is debate about which Art should be used to accomplish something, I will often allow either one, but with different outcomes. Example: An apple tree can be made to blossom in winter via Muto (by changing it into a tree that blossoms in the winter), by Creo (by creating new apples or blossoms), or with Rego (by hastening the natural process of growth, though this may cause the tree to wilt and die if it cannot also acquire the nutrients and sunlight it needs). While Creo and Muto could achieve more spectacular results in less time, only the effects of Rego would be permanent without vis, and only permanent apples would provide lasting sustenance.
5f) Vis and Auras may have "Specialties". For example, a single pawn of Mentem vis gathered from a ghost may appear eerie and ephemeral, and would count as two pawns of Mentem vis if used in matters relating to spirits or the dead. Likewise, a Magical aura near the top of a tall, wind-swept mountain might count as one point stronger when doing things related to Auram.