The Tin Islands project for Ars Magica is beginning to take some shape in my mind. Here’s what is going to make it distinctive.
All players will get a two page version of the basic Ars Magica rules. My first attempt at this is over here.
All Latin terms will be given in English, other than “magus”. This includes the Arts. The Forms and Techniques will be called Nouns and Verbs.
The confidence mechnanic will not be used.
The group combat mechanic will not be used.
All characters will be humans : no spirits, magical animals, faeries or whatever else you can think of.
I’m thinking of strategically not giving any of the fighters missle weapons, to simplify combat.
All player characters will be fully statted for people wanting to play the standard game, but will also receive Simplified Sheet. On your simplified sheet,all the sums will be done, so instead of Awareness (enemies) 6 (+2 Perception, +3 Knack) for a scout, your sheet will just say Awareness +11 (12 if spotting enemies). I’m tempted to just can specialisations, actually..opinions?
Similarly formulaic spells will have a big bold number which is just the required Casting Roll. They may have a Penetration Bonus number. They won’t have the little code at the beginning (CrCo35) or the bit where the author shows his working at the end (Base 4, +1 Touch, +2 Sun). The goal is to eliminate everything that the forces the new player to learn how to play our way.
Each magus character will have something like a miracle menu from Nobilis, which gives them a spont magic cheat sheet. So it will say “You need to roll a 5 and spend Fatigue to do A, B, or C.”
Characters who fight will have more detailed character sheets, explaining wounds, fatigue and combat.