[ 12/4/96, most recently updated 12/27/96 ] I wrote, a little over a year ago, a set of notes on changes between the 2nd and 3rd editions of Ars Magica (you can get it off the WWW at http://theurgy.digex.net:8000/ars/2nd-to-3rd.txt). Now, with the advent of the 4th edition, it seems appropriate to do a 3rd-to-4th-edition comparison. Note that this is not a review; this is a changes list, intended to concisely list the major changes between the editions, particularly for those people who are familiar with previous editions and need a quick-reference to rules differences. The 4th Edition has a somewhat convoluted history. It was originally developed by Wizards of the Coast, primarily by Wade Racine; when Atlas Games purchased Ars Magica from WotC, after WotC discarded its roleplaying lines in December 1995, Atlas Games embarked on a thorough revision of the material. WotC's 4th Edition was very similar to the 3rd Edition of the game. Atlas Games took a different approach, rewriting the text and streamlining the rules; the final result is the product of many authors. Ars Magica 4th Edition (we'll call it ArM 4, for convenience) is a substantially slimmer book than 3rd Edition (ArM 3). The turgid text that marred ArM 3 has been eliminated, resulting in the same material, and more, being packed into a much smaller volume. Unfortunately, a goodly amount of flavor-text got chopped along with it. Artwork is very sparse, as well. This is a black-and-white book; the layout is simple, the fonts are readable, and the index is accurate. Organizationally, the books are quite similar, though. As a result, again, the rules come before the background (though the introduction does a decent job of describing the apprenticeship of a magus), and the lack of good character-creation examples is even more pronounced in ArM 4 than it was in ArM 3. Almost all of the Latin has been fixed to be grammatically correct, at long last. This particularly affects plurals; for example, it the plural for "consors" is now "consortes", not "consortis". It also affects some of the Arts: Corpus, rather than Corporem, and Imaginem, rather than Imagonem. The setting has been updated from 1197 to 1220, and True Reason has been eliminated. White Wolf seems to have unofficially placed its Vampire: Dark Ages setting in 1197; Atlas Games continues the Wizards of the Coast attempt to separate Ars Magica from any World of Darkness associations. The changes between the two editions are substantial, and many are fairly subtle. A lot of the changes prevent "rules hacks" that used to be possible. For example, bonuses from Virtues and the Characteristic limits have been reworked so they don't overwhelm Ability scores, and loopholes involving certain spells (particularly Muto Vim) have been closed. "Game balance" is better overall, at least as far as the mechanics go; the obvious power differences between Magi and Grogs, for example, are inherent to Ars Magica and thus remain. The list below is not comprehensive, though I have tried to point out the most important changes. I do think that ArM 4 is a substantially better ruleset, and ought to be the edition of choice; certainly it should be the edition of choice if one is starting a new Saga. I am going to follow the ArM 4 order of chapters in my analysis of changes, below. --- INTRODUCTION Ease Factors: The table that explained what was Easy, Difficult, etc. seems to have been eliminated; this has the potential to be particularly problematic for new StoryGuides, who may not know that 6 is supposed to be an Average difficulty task, etc. It is worthwhile to note that most things in ArM 4 are now multiples of 3, in order to fit in with the idea of Ease Factors stepping up by factors of 3. (This is supposed to be corrected in the second printing.) Dice: The "quality die" from ArM 2 has returned. This is like a stress die, but the 0 counts as a 10, allowing for extraordinary success but not extraordinary failure. A number of rolls have been chased from stress to quality, such as the roll for damage incurred by falling. There is apparently no explanation of what a "pace" is. It's about equivalent to a yard (three feet). CHARACTERS The Gift: The social-interaction penalty has been changed back to the way it was in ArM 2, with the -3 only applying to rolls that involve winning the trust and affection of others. The Houses: Each Hermetic House now comes with base Abilities and possible required Virtues and Flaws; these packages are called House Templates, and the most significant are probably the condensation of the V&Fs for House Bjornaer (resulting in only 1 or 2 Virtue Points being spent for all the necessary Virtues) and House Mercere (the cost of Redcap has been reduced to +1 for both Gifted and non-Gifted Mercere). Certain V&Fs, such as No Sigil, are now House-specific. Also note that Verditius magi are no longer explicitly prevented from getting the bonus for using spell foci; the items they need are now called "casting tools". Companion Social Class and Grog Status: Companions and Grogs are now required to purchase a Social Class or Grog Status, respectively. They're really the same thing under two different names for Companions and Grogs, and Grog Status also ends up being referenced as Grog Background; I remain puzzled as to why multiple terms were necessary. Nonetheless: these V&Fs incorporate a lot of the concepts and some of the mechanics from the old social-class-related V&Fs, such as Knight and Greater Leadership; some of them also include bonus starting Abilities. Background V&Fs have also been improved and clarified; for example, Further Education grants you an Ability package suitable to a university graduate. Vocations: These are basically just character-concept aids that carry no over game-mechanical connotations. The Vocation descriptions essentially replace the sample characters given in ArM 3, giving a set of Abilities that might be useful to that vocation, but not actually providing any fully-created sample characters. Characteristics: The range has changed from +5/-5 to a recommended +3/-3 using the new purchasing method (7 points on a pyramid scheme), or a +4/-4 using the revised random method. Characteristics outside that range cost V&F points (to +4, to +5); a modified Mythic Characteristic that raises a score to +5 and permits one incredible feat a day, plus its new counterpart, Pathetic Characteristic. Specialties in Characteristics no longer have a mechanical influence; they're merely descriptive terms. The text no longer gives example Specialties. Virtues and Flaws: Companions and Magi both get 10 points to spend on V&Fs in ArM 4; Companions only got 7 points in ArM 3. Grogs continue to get 3 points of V&Fs. There is now an option to allow purchase of more Flaws than Virtues. The Virtues and Flaws are now broken down by cost, rather than category, in a way similar to ArM 2, making it much easier to try to find the description of something. The wording on many of the V&Fs has tightened substantially, eliminating a lot of vagaries in interpretation. There is one very important change: bonuses from V&Fs are NOT CUMULATIVE; the highest bonus is the one that counts. Hermetic V&Fs: There have been many changes, particularly with costs and bonuses/penalties. I'll only describe the really notable ones. Cyclic magic has been broken into two V&Fs, one for the negative part of the cycle, one for the positive. Method Caster now gives you the cost of the Virtue, not half of it, as a bonus to your Formulaic spell totals. Personal Vis Source is now called Secret Vis Source. Life-Linked Spontaneous Magic now requires the expenditure of Body levels, not Fatigue levels. Continuous Spontaneous Magic, and Aptitude with Elements, have been eliminated. Elementalists now have penalties on non-elemental spells equal to their bonuses, and no initial score in Affinity with Elements. The costs of Magical Deficiencies have changed. There is a Flaw counterpart to Inventive Genius, called Creative Block. Magic Addiction has been rewritten. Non-Spontaneity no longer has a bonus benefit of better Formulaic magic. Generic Bonuses: Knacks now give you a +1 to a specific Ability for each Virtue point spent, with a limit of +3. Aptitudes have been eliminated. Mastered Ability (Talent/Skill/Knowledge) has been eliminated, and replaced by the +1 Virtue, Cautious with Ability (thus allowing you to buy, say, a +3 Knack with the Ability plus the Cautious with the Ability for the same cost as the old Mastered Ability). Other V&Fs: Again, there have been many changes, and I'll only list a few important ones. The new versions of the old ArM 3 "Exceptional Talent" Virtues now automatically confer a score of 1 in the appropriate Ability. The V&Fs that affected size no longer adjust Characteristic scores, as they did in ArM 3, eliminating Virtues such as Lithe. Magic Item no longer carries the stipulation that the item must be StoryGuide-designed. A new Virtue, Skinchanger, allows shapechanging into an animal. Noncombatant now prevents magi from learning combat spells (as defined by the StoryGuide). The Werewolf Flaw has been replaced with Lycanthrope. A goodly number of the more extreme V&Fs have been eliminated (Leprosy and Immortal, for example). Passions: These have been removed from the game entirely, and there's not really anything in the way of equivalents. Reputations: In ArM 4, the score now reflects the intensity, with a descriptive phrase explaining who knows of the Reputation; in ArM 3, the number reflected in how wide a region the Reputation was known. Confidence: Confidence works as it did in ArM 2 (without special rules for using Confidence in Personality Trait rolls), with each point expended adding a +1 bonus to a stress roll. Fatigue: Long and Short-Term Fatigue have been collapsed into just Fatigue. Encumbrance: The Encumbrance number is now considered negative, so it is added to rolls rather than subtracting from them. This lends itself to a bit of confusion, as Loads are now considered negative as well, but common sense should prevail. ABILITIES This is really part of the section on Characters in the rulebook, but given the extensive changes to the Ability list, this warrants a section of its own, in this document. There are some minor changes. Healer's bonus is now one-third the score in the Ability, rather than just being additive, as in ArM 3. Medicine and Chirurgery are now interchangeable (it's puzzling why one wasn't just eliminated, given all the other condensing of Abilities). The changes to the list are detailed below. It should be noted that Combat, and thus Combat Skills, has changed entiretly, and that new categories of Academic Abilities reflect medieval scholarship. Acting: Now Craft (Acting). Alertness: Part of Awareness. Charisma: Part of Charm. Church Knowledge: Split into Civil & Canon Law, and Theology. Church Lore: Now Organization Lore (The Church). Concentration: Now a Talent, not a Skill. Debate: Renamed to Disputatio. Diplomacy: Part of Intrigue. Dodge: Part of Brawl. Drinking: Renamed to Carouse. Evaluate: Part of Bargain (conversion notes suggested Craft). Fantastic Beast Lore: Part of Legend Lore. Guile: Now a Talent, not a Skill. Hermes History: Part of Organization Lore (The Order). Hermes Lore: Now Organization Lore (The Order). Humanities: Renamed to Artes Liberales. Intimidation: Part of Leadership. Meditation: Part of Concentration. Pretend: Part of Guile. Scan: Part of Awareness. Search: Part of Awareness. Subterfuge: Part of Guile. Teach: (Wizard's Grimoire) Split into Disputatio and Lectio. Track: Renamed to Hunt. HERMETIC MAGIC Limits of Magic: These have been condensed into a number of specific Limits, such as the Limit of Divinity; each of these Limits encompasses a number of the old list of limits. This seems to be purely a flavor change. Spontaneous Magic: This has been clarified slightly, to note that if one does not achieve the attempted Level, there may still be a lesser effect. Ritual Magic: The elimination of Long-Term Fatigue levels has resulted in a (possibly unintentional) change to Ritual Magic: Fatigue lost here is just like any other Fatigue Loss. Personally, I'd rule that Fatigue lost through casting Ritual Magic can only be recovered through sleep. Concentration rolls: These have changed slightly. Now, if you fail a Concentration roll, when you roll for the spell to check for a Botch, you incur an extra Botch die penalty. There is no longer a stipulation that Encumbrance modifies the roll if you are moving. Furthermore, the Distraction Table has changed; in particular, the Ease Factor for being damaged while trying to cast has changed to a flat 15, rather than being dependent on the amount of damage sustained. Mastering Spells: The rules now contain the option for the StoryGuide allow players to assign more than one XP to a spell at a time. There is no longer a restriction on which spells one may spend the XP on. Multi-Casting: The target number needed to multi-cast is now declared to be, "greater than 9". I am not sure whether this was an intentional change from the old 9+. Recognizing Spells: The roll is now an Awareness roll, rather than a Perception roll. Raw vis: The maximum number of pawns you can use in a single spell or round of Certamen is now the highest of the two relevant Art scores (in addition to the old limit of not being able to use more pawns of a single type than your score in that Art). Certamen: Fatigue loss is now calculated based on every five full points of difference in rolls, rather than five points or fraction thereof. LABORATORY Scribing Spells: The number of levels of spells that can be scribed, copied, or obscured in a Season is now based on Scribe Latin, rather than just being a flat rate. Laboratory texts are handled in a similar way. Vis Extraction: This rule from ArM 2 is back, but the rule is now one pawn for every full 10 points of the total, not one-fifth of the total. Invested Devices: You can now invest items with a set number of charges; such items can also be made rechargeable. Lesser Invested Devices seem to be missing the paragraph that details vis expenditure (one pawn of Art-specific and one pawn of Vim for every 10 points). Helpers in the Laboratory: The total number of helpers one can have in the lab is now limited to your Leadership Ability score (though you can always have one helper). Lab assistants now explicitly do not gain anything through the cooperation. Apprentices: The rules for training apprentices have changed completely. There are no longer set rules (1 XP of Magic Theory and a score of 0 in one new Art, per Season; 10 levels of spells per year), as there were in ArM 3; instead, you are encouraged to look at the character templates for guidelines. Quick apprentice generation has thus been effectively eliminated. I am inclined to think that explicit training of apprentices, particularly given the new teaching rules, is also quite likely to produce apprentices who become fairly powerful at a much earlier age. SPELLS There are now default ranges, durations, and targets for each of the Technique-Form combinations at varying levels; Spontaneous spells have these parameters unless the player chooses otherwise. The R/D/T of a spell now combines to form its base level. There are also guidelines for spells below level 5, now. Ranges: These have changed. Personal has absorbed Self and Body. Eye-contact range is considered to be level-equivalent with Touch. A new range, Far (100 paces) has been inserted between Near and Sight. A new range, Arcane Connection, governs spells that have Arcane Connections as their distance limit. Durations: Momentary has replaced the part of the old Instant duration that governed immediate effects (Pilum of Fire and a lot of other combat spells, for instance). A new duration, Diameter, lasts for two minutes. Ring duration has been clarified, and the caster now has a choice of the size of the ring. Permanent and Instant are now level-equivalent, governing only persistent spell effects or permanent changes. Target: This is a new spell parameter. It governs exactly what the spell affects: Individual, Group, Room, Circle, Structure, Boundary, Sight. A few spells (like Change the Nature of Vis) have been eliminated. The descriptions of a lot of spells have changed, and there have been some level changes. The most immediately-noticeable spell change is that the BOAF is now a level 35, not a level 30, spell; there are no level 30 Creo Ignem spells given, thus somewhat lessening the power of a beginning "classic Ignem-specialized Flambeau" magus (unless the StoryGuide permits players to make up their own spells at game start). There are other significant increases in spell levels; for example, Image from the Wizard Torn is now level 30, not level 20. The difficulty of PeIm spells, however, has been substantially reduced (whether or not this will be corrected in the second printing remains to be seen). Particularly notable is that rolls against Ease Factors for various spell effects are now based off multiples of 3, and that damage is consistently done as multiples of 5. A bit of editorial inconsistency results in spell guidelines and the spells themselves being partitioned off differently by section headers. Many Vim spells have been substantially altered, and deserve special note here. Meta-magic of the Muto Vim type can no longer be applied to Spontaneous Spells, and the rules on using meta-magic on other people's spells have been clarified; in particularly, you must now beat the Penetration Total of a hostile magus' spell in order to alter it with meta-magic. Shroud Magic now only suppresses or alters the sigil. Wizard's Boost is now Form-specific, and it is explicitly stated that a spell can only be Boosted once. The Aegis of the Hearth spell has been rewritten. COMBAT Combat has been revised substantially. Action and Dueling combat no longer exist; there is one unified system. There are some optional rules which really don't do much other than increase or decrease the number of die rolls which need to be made, but just about everything is always rolled (no more flat +6 added to Soak for an Action-combat equivalent, for instance). Combat skills are now completely different; you buy fighting styles rather than buying specific weapon and shield skills. For example, if you fight with a Shield and Weapon Skill, you can use a Mace and Kite Shield, Longsword and Kite Shield, Shortsword and Buckler, etc.; more exotically, Two Weapons skill covers everything from the standard two shortswords to cloak-and-dagger and net-and-trident. Of course, each weapon combination carries its own base totals, ranges, and so forth. Combat totals are calculated in a fairly similar way, with a combatinion of a Characteristic, Skill, Encumbrance, and Weapon Bonus. The old First Strike total has been subsumed into a more general total called Initiative. The combat phases remain similar to their previous incarnation. Combat ranges are now considerably more important than they used to be; weapons all have optimum ranges, with penalties applied for attempting to use them outside that range. There are rules of engagement which govern closing with opponents, and so forth. One very important difference is that the difference between opponents' Attack and Damage rolls is now applied towards the Damage done, or towards an advantage bonus in the next round. Thus, one can "save up" for one really devastating blow, allowing, for example, a character who is very skilled with a dagger to dance around someone heavily armored and still be able to penetrate that armor with that one final blow that goes through a chink. The combat system is thus rather reminiscent of the Certamen rules. It should also be noted that Size now adds to Damage and Soak directly (and still subtracts from Defense Totals, as it did in previous editions). You now lose one Body Level per five full points of Damage-Soak differential, rather than per five points or fraction thereof. Combat Fatigue rolls (against 6+, but weapon skill is added to the roll) at the end of each round are now required for everyone engaged in melee combat, rather than only being required when switching actions. There are new rules for dealing with multiple opponents, as well as modified Brawling rules to deal with the increased importance of range. The special attacks like Great Blow and Desperate Defense have simply become All-Out Attack or Defense. The Combat Botch chart has been eliminated; unfortunately, no examples have been provided in its place. There's also a basic rule for armor improvement, more or less trading protection for load on a one-for-one basis. STORYGUIDE This section probably represents the meatiest changes in rules, introducing completely new rules for most of the core long-term character development mechanics. Aging: The aging rules have been completely changed (they're more or less like the rules that I posted to the Ars Magica mailing list). Penalties are now based on "afflictions", rather than Characteristics loss; for example, a character might go blind over the years, resulting in penalties to rolls involving sight, equal to the affliction score. Experience: Experience gained outside of adventures now is gained either through an entirely new set of rules; there is no longer a flat rate of X number of points per Season. There is Training, Practice, Exposure, Lectio and Disputatio (formal teaching of Knowledge or Lore from a text or through the Socratic method, respectively), and learning from books. Magi can also train each other in spells, and can practice in order to Master spells. Finally, magi also gain 1 XP in Magic Theory for each Season spent inventing a spell, enchanting an item, or making a potion, unless working from his own lab text. Books: Book rules have been drastically changed. Books now fall into the categories of summae, libri quaestionum, and tractatus; most books have both a Level and a Quality. Rules for scribing books and learning from them are much more detailed than in ArM 3. Arts: Arts now have both a score and XP in them, in a fashion much like Abilities; XP for Arts is completely separate from XP for Abilities. Purchasing new scores in Arts throughout the Saga is thus like purchasing them at the outset; for example, you need to gain 25 XP in the Art to go from 24 to 25 in that Art. The change in rules is fairly smooth; for example, learning an Art from vis is done the same way, except you add the raw total as XP to that Art, rather than seeing if you go up 0, 1, 2, or 3 ranks in that Art (but there's still a limit of 3; extra XP is lost). This means that it is now much easier to gain high Art scores, since Seasons are never completely wasted unless you Botch. COVENANTS The covenant creation rules have been rewritten again. They share a lot of base similarities to the rules from the ArM 2 supplement _Covenants_. This is a purchase-point system, based on eight characteristics, each with three sub-characteristics called Traits. Together, they provide a fairly detailed picture of the covenant; there is no real equivalency between the various previous version of covenant-generation rules. --- I am attempting to make this change list fairly comprehensive, particularly where small modifications were made to existing rules, which may not be immediately noticed by players transitioning between the rulesets. Please send me email if you find any more changes of this type. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lydia Leong - lydia@digex.net - http://theurgy.digex.net:8000/