Hi all,
I know the idea of a modern setting ars magica gets thrown around every know and then, but I've got a couple of specific questions for it I could use some input in
Firstly, just for reference, myself and my gaming group are kinda hooked on The Dresden Files, if people know it, so the game will incorporate aspect from those books.
First question - why are spells beyond level 50 automatically rituals? It is game balance? As I going to have Hermetic magic develop other the intervening centuries, I'm assuming Art scores are gonna be higher, so more magi will be able to hit beyond 50, so Im thinking of removing this limit? Good idea, bad idea?
Secondly - Im changing the aging, so that once magi finish their apprenceships, they only age 1 year for every 5 - it makes life easier (my group prefer rules light games) - so magi can live up to several centuries and final twilight takes a lot longer to hit. Plus it means creating advanced characters is easier as I generally run advancement in blocks of 5 years anyway. As a knock on from that, no need for longegivity rituals means magi can have families, passing on the gift within family bloodlines. What do folks think of that?
Thirdly - Im planning on the Order having become secretive. One of the main tools is a more potent version of the Aegis of the Hearth which includes a Mentem requisite which acts like Aura of Inconsequence/The Shrouded Glenn so that people "ignore" the covenant. Again, for simpliciy, the requsiste does not change the level effects, merely adds a requisite to the casting. It will make it more difficult to cast powerful versions of the ritual is the only problem. Any thoughts on that aspect?
Almost there - The gift no longer hinder social interactions. Instead, it hinder technological interaction. And there are usual Gentle and Balant gifts within it when it comes to dealing with Technology.
Finally - as my group also dont use clans for vampire, we are also not going to use houses for Ars Magica. Instead a Hermetic Council (or just the Council) will provide a central governing body for the magi. 15 seats, one for each Art.
There the biggest changes I have for the game - I do have a Hermetic History doc bullet pointed that I'm working to describe how these changes come about - breakthoughts, political problems etc. Currently working on why there arent any Mercere Portals anymore.
What do people think?
Kal
PS Before peopel say, I've looked at WOD Mage and really, really dont like it - Ars magica is a far superior game for magic