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  #1  
Old 01-10-2005, 01:00 AM
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[RPG]: Ars Magica Fifth Edition, reviewed by ~BA (4/5)

http://www.rpg.net/reviews/archive/10/10968.phtml

Alex White's Summary:

A worthy heir to the impressive legacy that is Ars Magica, it fixes most everything that was problematic in earlier editions, while being visually impressive and easy to understand and read.

Go to the full review for more information.
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  #2  
Old 01-10-2005, 06:39 AM
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Art and layout

Post originally by Buzz at 2005-01-10 05:39:49
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FWIW, I love the new art, and I consider ArM5 to be one of the best-looking books in collection. It's rare to see this kind of graphic-design competency in an RPG product.

Ironically, the only piece of art I did not like were a tiny few clunkers receycled from ArM4.

More companies should strive to make books that are as good-looking and easy on the eyes as ArM5.
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  #3  
Old 01-10-2005, 07:55 AM
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Laboratory chapter

Post originally by Tyrrell at 2005-01-10 06:55:03
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"From the BerkList, it appears as if a there have been a number of unwelcome revisions. Rituals cannot be enchanted into a magical item, so most healing spells (which are now mostly all rituals) cannot be made into magical items. This means that healing potions are, strictly speaking, no longer possible (although fast-healing potions are possible).

Annoyingly, there isn’t anything on Hermetic Breakthroughs or Spell Optimisation, which were in the Fourth Edition Wizards Grimoire; I assume they will be in a supplement, but I’d have liked to have seen them as part of the core rules."

I was surprised that you called the spells chapter the heart of the book and not the lab chapter. Then I read that you didn't use the lab chapter much and it became clear to me that you were having honest to goodness bad wrong fun with my favorate game.

First of all from the berklist I gather that most people think that the revisions to the lab chapter are great triumph.

The only reason anyone has so-far claimed to be upset about the no rituals restriction in item creation (which has been a restriction since first edition)is that permanent instant healing is now classified as a ritual. Many people apparently manufactured healing potions. If you don't wish to manufacture healing potions then you'll have no problems. If you do, then you'll have to house rule.

I've never heard of anyone useing the spell optimization guidlines. (Clearly, you should have been using the lab chapter instead ). I'm not sure that the optimization option makes sense with the fifth edition replacement of spell texts with spell lab notes.

My opinion is that spell optimization should not take up room in the core book and perhaps should be completely subsummed into the new (very cool) spell mastery rules.

The breakthrough rules from WGRE are extraordinarily cool. However it is my opinion that game rules specifically concerning how one can alter the game other rules are also more appropriate for a suppliment than for the core book.

Good review thanks much.

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  #4  
Old 01-10-2005, 11:07 AM
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Mythic Characteristic and Faerie Magic

Post originally by Dan Davenport at 2005-01-10 10:07:04
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It's a shame Mythic Characteristic didn't make the cut. I always thought that was kind of cool, and quite fitting for the setting.

OTOH, I'm glad that there are actual rules for faerie magic in the main rulebook.

Nice job on the review!

--
Dan Davenport
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  #5  
Old 01-10-2005, 12:46 PM
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RE: Mythic Characteristic and Faerie Magic

Post originally by tetsujin28 at 2005-01-10 11:46:00
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Weren't the rules for faerie magic in the Faeries supplement?
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  #6  
Old 01-10-2005, 01:19 PM
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RE: Mythic Characteristic and Faerie Magic

Post originally by Dragon Blooded at 2005-01-10 12:19:28
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Actually, they're in the Wizard's Grimoire sourcebook, IIRC.

Eduardo Penna
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  #7  
Old 01-10-2005, 02:11 PM
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RE: Art and layout

Post originally by Sprue Rubbles at 2005-01-10 13:11:32
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I also love the art in the book:

1. It's has the creepy medieval litho/line drawings (what exactly do you call that anyways), it's crude but so evocative.

2. It's a refershing change from the current trend of anime style artwork in many popular rpgs.

I can't say much about the layout since the amount of info looks a bit overwhelming, but I really like the use of black/white/orange.
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  #8  
Old 01-10-2005, 04:37 PM
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RE: Mythic Characteristic and Faerie Magic

Post originally by Alex White at 2005-01-10 15:37:58
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There were rules in the Wizard's Grimoire, and they were almost universally acknowledged as shithouse.
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  #9  
Old 01-10-2005, 04:41 PM
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RE: Laboratory chapter

Post originally by Alex White at 2005-01-10 15:41:50
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My players used the Optimisation rules a few times, but we only ever used the Lab rules to invent or learn new spells. I don't think any PC made a magical device, in a two-year saga. Plenty of spells though.
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  #10  
Old 01-10-2005, 05:24 PM
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RE: Art and layout

Post originally by Buzz at 2005-01-10 16:24:34
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<i>I can't say much about the layout since the amount of info looks a bit overwhelming, but I really like the use of black/white/orange.</i>

Layout: beautiful white space! Clear, clean three-column goodness. Atlas did good, IMO.
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