Yeah, definitely more words in this response ![]()
Actually - yes. But at any rate - I find that combat is extremely important for my games. It can come up very rarely, but even then it kinda dominates other aspects of the saga. When you have the power to kill the local faerie lord, diplomacy with him plays very differently than when you don't. Even if it never actually comes to combat. The dynamics are different.
Unfortunately, my current players are specifically interested in combat against Flambeau magi. Not monsters. Which is much more frustrating, as Hermetic NPCs and related plot-lines are much harder. But I digress...
I think the "frosting on the cookie" is a good analogy, yes.
I don't think it really harms the game. I frankly see more difference in D&D, but I really don't want to turn this to a pissing contest. The point is that just like having an underlying core of Might score does not make all creatures the same, an underlying score of Might score for magi won't make them all the same.
That's a fair point. Now I don't see magi as being in general vulnerable to such threats, since they can learn to overcome them fairly easily. But I can see others thinking of and using magi like this.
The two modes of adventure design are not in conflict.
To drag D&D (or Pathfinder) again into this - DMs usually don't randomly pick monsters of appropriate level from the Monster Manual and call it "an adventure". They usually spring their adventure ideas from exactly the same game contract and player expectations and discussions, albeit perhaps less the game-mechanical elements like story flaws (although 13th Age, for example, has a "one unique thing" and "icon relationships" that pretty much fill the same role). The fact that adventure design is so mechanical in terms of "You need X monsters of level Y" is still a huge help, because it helps the DM wrap an action-adventure around this basic structure. It helps a lot. A lot.
IF we could have something like for Ars Magica, I think it would be great. I don't know how it could be done, however. As I said above, in retrospect the lack of "party level" means that even if we standardize the effect of character level/Might we still won't be left with a way to build encounters that will be a good challenge for all (major) player characters.
What we need instead, it appears to me, is a mechanic to help construct something like the "archetypal" adventure mentioned above. Something that helps you think up what clues the PCs can uncover, what minions or problems they'll face, and, yes, what final enemy they will face. Instead of "You need X monsters of Y level for this encounter", perhaps "You need X clues of Y difficulty in this locale; here is a list of clue-types of this difficulty that you might want to draw on". I don't know if making such a system is really possible, or would be worthwhile.
Having several resolution mechanisms works well for us 
