House Rules

(Last update: 15/8/96)

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Here is a description of some of the major House Rules that we are using for our Saga. We are using the 3rd Edition of Ars Magica (TM), but we differ in the use of the following:


Index


Confidence

For a long time we used the 3rd Edition rules for Confidence use. However the majority of the Troupe felt that botches were too infrequent with the reroll system. After a lengthy debate by email (we spend enough time arguing about the rules during game sessions as it is!) we finally decided to change to a system based on 2nd Edition, with a few alterations. The rules are as follows:

A character can declare the usage of x Confidence points before making a Stress roll in a life-threatening situation. The roll is then made, with a positive modifier of x. If the roll is successful, then the points are lost only for the duration of the Scene, otherwise they are lost for the duration of the whole Story. A botch results in the permanent loss of a Confidence point. Characters also have the last-ditch option of spending x Confidence points permanently to reduce a botch magnitude by x.

To prevent the system from becoming too powerful, maximum Confidence is capped at 6, representing supreme self-confidence. Also, extra botch dice are gained equal to the number of Confidence points spent! This allows for the possibility of catastrophic failure as well as exceptional success. Permanent Confidence gain is at the Storyguide's discretion.

This system seems to have worked fairly well so far, after a few months or so of playtesting. We seem to have a realistic level of botches, and Confidence is not abused - in fact it is used quite rarely. So far, no-one has botched using Confidence!


Botch Severity

Mark developed the following guidelines for the severity of botches on non-magical Stress rolls:

To determine the outcome of a botch, roll a number of Stress dice determined by the botch magnitude according to the "triangular" system (ie. single botch = 1 Stress die, double botch = 3 Stress dice, triple botch = 6 Stress dice, etc). Add up the result and subtract Ability Rating, where applicable, from the total. Thus, the botches of experts tend to be less drastic than those of novices. The outcome is determined by the following table (adapted from the combat botch tables):


Passions

We have a few characters with Passions, and we decided that Passion activation should be unrelated to Confidence points. Mark designed the following system:

As well as a score in a Passion, a character also has a number of "Passion Points". One of these points is spent to activate a Passion. The number of points a character has is determined by the Virtue cost. So if you bought Passion (Valour) for 3 Virtue points then you have 3 Valour points and a Valour score of 3. Thus the Virtue cost determines how frequently the Passion can be used (removing the old problem of everyone purchasing a Passion for +1, and then boosting with experience). Passion points are regained according to the following:


Abilities

We thought that some of the Abilities were too similar and so we have merged them:
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