Now that we finally have the Definitive Edition of the game we know and love, I'm curious about what varying issues, concerns and pet-peeves the community has with Ars Magica RAW. I.e. what are you fixing with house rules, lore changes, or would like to fix/change at some point? What would you love seeing in a next iteration of Ars Magica - or an alternate version of Ars Magica?
I'll start with some of my own issues:
- I would so much prefer no more Instant Teleporting (Leap of Homecoming is OP etc). I feel this ruins the game a bit. Rego is powerful enough. I actually fixed this with in-world events in my own campaign (criamon f-d with the moon sphere). I'd still like Mercere portals as guarded secrets, and always costing vis for activation. Expensive fast travel for the elite only. (I also hate easy and fast flying with a passion, e.g Rego needs some clear speed limits)
- Ease of a lot of fine manipulation spells which should be way more complex. Also, why is all magic so fast - even really complex spells like creating a complex tower? There could be more variance use here rather than handwaving.
- Creo Terram amounts for Making just insane amounts of gold
- Too many of the default spells are either broken vs rules (many from earlier versions), or not good optimized examples the seasoned order should standardize on. Some clarity when they are optimized more than one should get if remaking it would be nice too (quite a few of those too).
- Experimentation variance too limited (and good magic theory gets op fast)
- Completely OP Verditius power for items, especially charged items (I tire a bit of our Verditius spending a single season to make insanely powered one-shot items which pushes Penetration into the 60-80s, usable by anyone and getting an output of 20+ every time. Rings of demon prince wiping, Aegis dispelling etc..)
- On that note: almost everything regarding dispelling.
- Over-complex covenant and economy system. Something a bit lighter but not freeform would be nice.
- Melee and Missile Combat - too slow, and group combat has a good base but breaks down fast
- Warping amounts and from what (at the moment it's not much of a scare even after 100+ sessions). The base is good and I still like the idea as a limiter for age when getting up there, but I think it could use some reformatting.
- All rules for book writing, and also there should be a range where a book is worthwhile and where it isn't to read. I want to get rid of the loopholes players use by writing tractatus, and using any tractatus to increase their favorite Art - instead of making it a mission to find specific higher level works. Waste of story potential to hunt knowledge that could be fixed.
- Story effect of the Gift (I prefer to lessen that as represented, but keep the negative modifier)
This is not a bash (I love the game with a passion) - but one can always have an opinion on how the game could be changed (for those so inclined).