Why can non-Hermetic magicians (hedge wizards) have magic resistance similar to Parma Magica?
Maintainer’s Note: I’m not going to touch this one with a ten-foot pole. Here is what David Chart has to say. -AG Given that we are talking about game design, a meta-game reason is sufficient. After all, why are fermions subject to the exclusion principle, apart from the meta-game reason that it allows solid bodies to exist? Ars Magica is a game about Hermetic magi. They are, and should remain, the focus. However, other traditions of magic are fun, and people like them. Thus, I wanted to create some space for them. One possibility, that seems to have a number of supporters [on the BerkList], is that Hermetic magic is wonderfully general, but that hedge traditions are more powerful in their specialities. I don’t think this option is viable. Why? Because people only play one magus-type character (in general), and very, very few people want to play pure generalists. If you want to play a particular kind of specialist, which will you pick: the Hermetic, who could , in principle, learn to d