Disclaimer: I was one of the playtesters, so this is the farthest thing from an unbiased review. >1)Rolling. I'm a creature of habit, and like consistency. The shift in >the value of d10 by varying situation, though a trivial thing, kind of >irked me in 4th -- sometimes a 10 was a bad thing to roll, sometimes a >good. Is it more consistent in 5th, or are the variations on "exploding >dice" still present? No, usually high is good but sometimes low is good. The one change is that "quality dice" have been eliminated - use stress dice instead. However, there is now such a thing as a stress die with zero botch dice. So stress dice (without botch) have replaced quality dice. This is a little bit simpler, but the real reason is that quality dice and stress dice had different average values, which most people wouldn't realize unless they had taken a probability course. >2)Virtues and Flaws: what I've heard about the changes to these has >been one of the things that's drawn my attention the most. I've >always felt that Ars Magica had the potential to be an elegant >system, mechanics-wise... almost rules light. But Virtues and Flaws >seemed clumsy and overly calculating given the relatively simple stat >and skill applications. Virtues and flaws got a pretty thorough revision. Now there are just two "price" categories, major and minor. Many of the Virtues and Flaws have had their mechanics clarified and re-tuned. Certain Flaws are categorized as "Story" Flaws, meaning they tend to get your character dragged into stories. I have some doubts about the priorities of a game where being an adventurer is itself considered a Flaw that deserves compensation - what else are you supposed to do as a player - but I do wholeheartedly believe these Story Flaws are good for the storyguide, the characters, and the Saga. > 3) Character generation: Any changes to the way in which stats are >determined, or is it still a choice between a 7 point buy or random >rolling? No rolling any more -it's all 7 point buy. You can get points for stats by buying them with Virtues. >4)I heard the power creep of the magi has been slowed a little. I >rather like that. Not only do characters advance more slowly in Arts, they also have a lot more trouble affecting anything that has magic resistance. In 4th Ed., magic resistance was tied to your Art scores so the biggest spell you could cast had the same Penetration as your smallest. In 5th, if you just barely cast a spell, your Penetration is zero. This means even an Archmage has less Penetration with Level 30 spell than with a Level 10 (though as an Archmage, he can still pretty much get through anyone's magic resistance). The net effect is that even when PCs can learn mega-powerful spells, it still takes a while before they can reliably get those spells through an opponent's magic resistance. >Are magi tweaked so that they've a reason for staying secret from the >world? Well, some things are clarified. The social penalties of the Gift are expressed in much stronger terms, and some people see that as a change in the game. It does make it hard for magi to get by in mundane society. (The Gentle Gift is now a Major Virtue, by the way.) There is also a stronger emphasis on the Dominion and how overwhelmingly powerful it is. The new Magic Resistance rules make Faith Points much better at protecting someone. So I would not say magi have been tweaked, but things in general are presented in a way that makes it seem less plausible for magi to simply be able to take over. The bottom line in the magi-vs-mundanes debate is still left open to the Storyguide or troupe. > Are the mechanics more likely to leave the Grogs and Companions as >more than window-dressing? Grogs, no. Companions, yes. Grogs are pushed into a more minor role, and are not allowed to have certain Virtues and Flaws that would make them dominate in stories. Companions are the ones with interesting backgrounds and motivations. Grogs are just bodyguards and servants.
Edited 12/20/2004 5:44 pm ET by Galerius
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