Ars Magica
Combat System Alternative:
Initiative Points

This is based off an idea Alex, Niall Christie, and many others discussed on the WebRPG forum. The idea was to use elements of the Ars Magica 3rd Edition combat with the initiative system from the Feng Shui RPG. What follows is my own take on the rule changes discussed and proposed there. Note that this idea is very similier to the Action Point system used in 1st Edition DragonQuest (SPI) and other games.

Definitions

Phase
A part of one round of combat. It is equivalent to the initiative points left when a character does an action. For example: if a grog was attacking with his sword and had five initiative points, he would go on (5-3 for the attack) phase 2. An attack on phase 3 hits and damage before an attack on phase 2.

Formulae

Actions & Point Cost

Round Order

The character with the most rolled initiative points goes first. Ties can be resolved using the higher Quickness, lesser Size, or greater Athletics skill. The remaining initiative points are used to determine when in the round the action is actually done. The character with the new highest total initiative points then goes. This keeps going until all initiative points are used.

If a character or creature runs out of initiative points to complete an action, that creature goes into the next round but only needs his deficient points to complete the action. Example: Tortoise the Mage wants to cast a spell but has only three initiative points. He would subtract the needed initiative points from his next rounds total and cast his spell then. If Magus Tortoise rolled seven initiative points for the new round, he would cast his spell on the fifth phase.

Variations & Ideas

  1. The initiative roll is done only on the first round. All the later rounds use a default 'roll' of six. This makes combat faster (less rolling) and actions more predictable after the first round. A variant of this variant is to allow the player to substitute the six for a stress die. This represents a character taking risks to get ahead of his foes.
  2. The initiative roll is a simple roll, as it itself can not be botched nor should multiple stress rolls make for egregiously high initiative point values. Being caught flat footed and unaware of an attack is the function of a perception stress roll, not the initiative roll itself.
  3. Flat footed and unawary targets can expend fatigue levels to get parries or dodges.
  4. Called shots to ignore armor. Add a penalty to the higher of the parry or dodge difficulties. This penalty is 6 for a hauberk, 9 for a half suit, and 12 for a full suit of armor. This allows highly skilled fighters to find chinks in the armor of a foe, such as armpits or visor.

Sample Combat

A Magus, Michel, and his two custos, Hans & Fritz, are ambushed by five Venetians Thugs. All characteristics are zero for these puposes and all of their relevent abilities are three.

Round 1: Surprise!

Michel, Hans, & Fritz roll perception + awareness, difficulty twelve, to notice that they are being attacked from a dark alleyway. Only Hans makes the roll. Those not caught flat footed and unaware roll initiative to determine their initiative points, or IP. Hans gets 11, and the gamemaster sets the initiative of the Venetian rouges at 6+ability, or 9. (Note: I am a fan of having the GM roll as little as possible).

Phase 11
Hans sidesteps (a walk for 1 IP) to guard his magi. Hans has 10 IP left.
Phase 10
Hans waits - he is guarding Michel.
Phase 9
Thugs charge (Hustle for 3 IP) from alley and surround Michel, Hans, & Fritz. Thugs have 6 IP left.
Hans attacks (Attack for 3 IP) nearest thug , rolling a hit. Hans has 6 IP left.
Thug 1 parrys (Parry: 1 IP) to no avail, Hans still hits. Thug 1 has 5 IP left.
Phase 6
Thug 2 attacks (3 IP left), Hans parries (5 IP left), but the thug rolls a hit.
Thug 3 attacks (3 IP left), Hans parries (4 IP left), but this thug also rolls a hit.
Thug 4 attacks (3 IP left), Fritz uses 1 fatigue level to parry, and Thug 4 misses.
Thug 5 attacks (3 IP left), Fritz uses 1 fatigue level to parry, but Thug 5 hits.
Phase 5
Thug 1 attacks (2 IP left). Hans does not parry, trusting his armor to take the hit. The armor is good, but Hans is hurt.
Phase 4
Hans attacks (1 IP left), Thug 1 parries (1 IP left) but to no avail. Hans is brutal and Thug 1 is dead.
Phase 3
Thugs 2 & 3 attack (0 IP left). Hans parries one (0 IP left) successfully, but Thug 3 hits - Hans is at light wounds.
Thugs 4 & 5 attack (0 IP left). Fritz is still flat footed and can not parry without using up precious fatigue. He is hit both times and is at Heavy Wounds.
Phase 0
Everybody is done

Round 2: The thick of it.

Thug 1 is dead so he can not act. The thugs generate their 9 IP. Michel gets 5 IP, Hans gets 7 IP. Hans rolled 8 but is at -1 for Light Wounds. Fritz gets 3 IP, he rolled 8 put is at -5 for Heavy Wounds.

Phase 9
Thugs 2 & 3 attack (6 IP left). Hans parries both attacks (5 IP left).
Thug 4 attacks (6 IP left). Fritz parries (2 IP left).
Thug 5 attacks (6 IP left) Michel. Michel dodges (4 IP left) and is missed.
Phase 6
Thugs 2 & 3 attack Hans again. Hans parries both (3 IP left) and both miss.
Thug 4 attacks (3 IP left) and Fritz parries (1 IP left).
Thug 5 attacks (3 IP left) and Michel dodges (3 IP left).
Phase 3
Hans attacks (0 IP left) and Thug 2 parries (2 IP left) but is killed.
Thug 3 attacks (0 IP left) and Hans is hit and now at Medium wounds.
thug 4 attacks (0 IP left) and hits Fritz, but doesn't damage him.
Fritz attacks (0 IP left) and hits thugs 4. Thug 4 is now at Medium wounds.