Combat System Revisions for Mage: the Epic Fantasy

The goal I set for myself when redisigning the combat system was to reduce the number of dice rolls and calculations required to resolve battles. The below sytstem is EXPERIMENTAL and open to discussion with my players. Each attack requires a mere two rolls to resolve, half to two-thirds that of the existing system. Players are advised to take notice of the partial defensive action option, as a character who does take advantage of it is likely to find the system more deadly than either the base M:tA or M:SC systems. This loss of attack dice is somewhat offset by the increased damage inflicted on even a marginally successful hit. Yes, it loses some realism. Parry and Dodge have essentially become soak dice. Armor is a lot more useful, now, and it is very difficult to K.O. someone with a high Stamina score. Once it becomes familiar, however, it is my belief it will make battles move more quickly.

Stage One: Initiative

Stage Two: Attack

Stage Three: Resolution

Melee Weapons

Type Difficulty Damage (minimum Str to wield a weapon is usually
Bladesequal to its damage modifier)
Bastard Sword 6 Lethal Str + 2 (one hand) or 3 (two hands) *(1)
Broadsword 6 Lethal Str + 2
Dagger 6 Lethal Str + 1
Falchion 6 Lethal Str + 2
Greatsword 6 Lethal Str + 4 *(2)
Katana 6 Lethal Str + 2 (one hand) or 3 (two hands) *(3)
Knife 6 Lethal Str
Long Sword 6 Lethal Str + 2
Main-Gauche 7 Lethal Str + 1 *(4)
Rapier 5 Lethal Str + 1 *(5)
Scimitar 6 Lethal Str + 2
Swung Weapons
Axe 6 Lethal Str + 2
Club 6 Bashing Str + 2
Flail 6 Lethal Str + 1 *(6)
Great Axe 7 Lethal Str + 4 *(7)
Great Club 7 Bashing Str + 3 *(8)
Spiked Club 7 Lethal Str + 3 *(9)
Hand Axe 6 Lethal Str + 1
Mace 6 Bashing Str + 3
Mattock 7 Bashing Str + 4 *(10)
Morning Star 6 Lethal Str + 2
Quarterstaff 6 Bashing Str + 2 *(11)
Ironshod Quarterstaff 6 Bashing Str + 3 *(12)
Sap 6 Bashing Str + 1
Pole Arms
Field Fork 7 Lethal Str + 2 *(13)
Glaive 8 Lethal Str + 3 *(13)
Halberd 8 Lethal Str + 3 *(13)
Lance 8 Lethal Str + 2 *(14)
Pike 7 Lethal Str + 2 *(13)
Pitchfork 6 Lethal Str + 1 *(15)
Spear (one hand) 7 Lethal Str + 1
Spear (two hands) 6 Lethal Str + 3 *(16)

Melee Weapon Notes

  1. The minimum Strength required to wield a bastard sword with two hands is 2 instead of 3.
  2. A greatsword must be wielded with two hands, but the minimum Strength required to wield it is 3. In addition, repositioning it for another attack requires an action, so attacking with a greatsword more than once every two turns is only possible by splitting dice pools.
  3. The minimum Strength required to wield a katana with two hands is 2, instead of 3. It is possible to use Dex + Do instead of Dex + Melee when wielding a katana.
  4. The main-gauche is primarily a defensive weapon. In addition to its fencing application, Parry attempts with a main-gauche are at a difficulty of 5, not 6.
  5. While a rapier is not an impressive weapon in the hands of an amateur, a warrior who has studied fencing can accomplish feats with this blade that make hem just as deadly as a swordsman with a much heavier weapon.
  6. The difficulty to attempts to disarm using a flail is 7 instead of 8.
  7. A great axe must be wielded with two hands, but the minimum Strength required to wield it is 3. The great axe is a slow weapon, and may only be used to attack once every second round unless the wielder splits hes dice pools.
  8. A great club requires two hands to use and a minimum Strength of 3. Its wielder may only attack every other turn unless sheh splits dice pools.
  9. A spiked club requires two hands to use and a minimum Strength of 2.
  10. A mattock requires two hands to wield, an action to reposition, and a minimum Strength of 4 to use.
  11. A quarterstaff requires two hands and a minimum Strength of 1 to employ. It is, however, a fast weapon, granting an extra attack at half the normal dice pool on every other turn (2nd, 4th, 6th, etc...).
  12. As quarterstaff above but requires a minimum Strength of 2 to employ.
  13. All pole arms require two hands to use. Long-handled pole arms are excellent for keeping an opponent at bay. Unless an enemy can flank the wielder, a warrior with a readied pole arm automatically gets the first attack on an enemy not using a long-handled pole arm (noted with a 13), regardless of initiative. Moreover, if the enemy is running or charging when struck, the pole arm inflicts its modifier in additional damage dice.
  14. Damage given is from horseback. When used on foot, the lance is a nearly useless weapon, inflicting only Strength in damage. If it strikes on a charge from horseback, the mount’s Strength is added to the lance’s damage. Any opponent with a melee weapon other than a pole arm noted with a (13) may not attack a charging horseman wielding a lance until after the lance attack is rolled.
  15. Requires two hands to use.
  16. Unless an enemy can flank the wielder, a warrior with a readied spear automatically gets the first attack on an enemy not using a pole arm, regardless of initiative. Moreover, if the enemy is running or charging when struck, the spear inflicts 3 additional damage dice.

Missile Weapons

Type Traits Difficulty Rate *(1) Range *(2) Damage *(3)
Compound Bow Dex + Archery 6 1/2 80 yards Lethal Str + 2 (max base 6)
Long Bow Dex + Archery 6 1/2 100 yards Lethal Str + 3 (max base 8)
Short Bow Dex + Archery 6 1/2 60 yards Lethal Str + 1 (max base 4)
Sling Dex + Athletics 6 1/2 40 yards Lethal Str + 2
Thrown Spear Dex + Athletics 6 1/2 20 yards Lethal Str + 2
Thrown Weapons Dex + Athletics *(4) 1/2 10 yards *(5)

Missile Weapon Notes

  1. Let’s be realistic about this. Only the most skilled archers are going to load, draw, aim, and fire a bow every three seconds. Loading requires a full turn unless the archer splits dice pools.
  2. It is possible to fire twice as far, but archers doing so are at a +2 difficulty penalty. Archers engaged in melee cannot parry unless they have a buckler, and they cannot fire while engaged in melee unless they forfeit their free dodge for that turn.
  3. In order to use a missile weapon, the archer must have a minimum Strength equal to the damage bonus - 0 for a sling, 1 for a short bow, 2 for a compound bow, and 3 for a long bow. This restricts archery less than the Sorcerers Crusade rules but penalizes weak archers with fewer damage dice. Each weapon is given a maximum damage rating to represent the structural limits of the device. An archer with a Strength of 5 and an archer with a Strength of 3 both inflict the same damage with a short bow. Additional damage may be inflicted by scoring more successes on attack than a target scores on Dodge/Parry, so an archer with a Strength of 3 who fires a short bow and scores three extra successes beyond that needed to hit inflicts seven health levels of damage.
  4. As weapon + 1. Rapiers and main-gauches can be thrown at a +3 difficulty instead of +1.
  5. Damage inflicted is equal to the weapon’s usual damage -1. Strength requirements to throw melee weapons are one greater than that required to wield the weapon in melee.

Unarmed Combat and Special Maneuvers

Maneuver Traits Difficulty Damage
Bite Dex + Brawl 7 *(1) Lethal Str - 1 *(2)
Claw Dex + Brawl 6 Lethal Str - 2 *(2)
Disarm Dex + Melee/Fencing 8 *(3)
Dodge Dex + Dodge 6 *(4) 0
Grapple Dex + Brawl 6 Bashing *(5)
Hold Str + Brawl 7 *(6)
Kick Dex + Brawl 7 Bashing Str + 1
Parry Dex + Melee/Fencing 6 0 *(7)
Punch Dex + Brawl 6 Bashing Str
Sweep Dex + Brawl/Melee 7 Bashing Str/per weapon type *(8)
Tackle Dex + Brawl 7 Bashing Str + 1 *(9)

Unarmed Combat and Special Maneuver Notes

  1. The difficulty listed is for humanoids for whom biting would truly be a weapon of last resort. In creatures that bite as a primary attack, the difficulty for bites is 5, not 7.
  2. The damage listed is for humanoids for whom biting and clawing would truly be a weapon of last resort. In creatures that bite and/or claw as a primary attack (wolves, lions, etc...), the damage will be greater (Strength or Strength + 1 for claws, Strength + 1 or Strength + 2 for bites).
  3. If the attacker achieves a number of successes greater than the victim's Strength, the weapon goes flying. If the number of successes is greater than twice the victim's Strength, the attacker may snatch it away from the victim if sheh possesses the Strength required to wield it.
  4. Every parry or dodge after the first in each turn is at +1 difficulty - 6 for the first dodge/parry, 7 for the second, 8 for the third, etc...
  5. If the number of successes on the attack (after Dodge/Parry) exceeds the victim's Strength, the attacker grapples the target. After the initial grapple, the attacker inflicts bashing damage equal to the number of successes sheh makes on a Strength + Brawl check (dif 6). A grappled opponent cannot parry or dodge this, but may grapple in return each turn, provoking a contested Strength + Brawl check. The winner inflicts an amount of bashing damage equal to the difference. By allowing a grapple to take place or by splitting hes dice pool, each combatant may attack with a small weapon (knife, dagger, etc...) or close combat strike (punch, bite, etc...), though the victim of these strikes may parry as normal. A grappled creature can escape instead of inflicting damage if hes contested Strength + Brawl check achieves a number of extra successes equal to or greater than hes opponent's Strength score.
  6. This attack inflicts no damage. On a successful attack, the attacker holds the target, preventing either attacker or victim from taking any physical actions. Every turn, each combatant makes a contested Strength + Brawl roll (dif 6). If the attacker wins, sheh maintains the hold. If the victim wins, sheh breaks free of the hold.
  7. It is possible to parry an attack that inflicts bashing damage even when unarmed, though this requires a Dex + Brawl or Dex + Do roll instead of a Dex + Melee check. Weapons can be used to parry most tangible melee attacks. Shields can parry melee, missile, and pure magic attacks.
  8. The attacker attempts to trip the victim, either with hes legs or an appropriate melee weapon (no daggers or rapiers here, okay?). If the attack is successful, the victim must make a Dex + Athletics roll (dif 8) or suffer a knockdown in addition to the damage from the attack.
  9. On a successful hit, both the attacker and the target must roll Dex + Athletics (dif 7) or suffer a knockdown. If the target (not the attacker) is not knocked down, sheh is unbalanced and suffers a +1 difficulty penalty to all actions for the next full turn.

Do: Basic Manuevers

Manuever Traits Difficulty Damage
Disarm Dex + Do 8 *(1)
Flying Kick Dex + Do 7 Bashing or Lethal Str + 2
Grapple Dex + Do 6 Bashing or Lethal *(2)
Hand Strike Dex + Do 5 Bashing or Lethal Str
Kick Dex + Do 6 Bashing or Lethal Str + 1
Parry Dex + Do 5 0 *(3)
Sweep Dex + Do 7 Bashing Str + 1 *(4)
Throw Dex + Do 7 Bashing or Lethal 3 *(5)

Basic Manuever Notes

  1. If the attacker achieves a number of successes greater than the victim's Strength, the weapon goes flying. If the number of successes is greater than twice the victim's Strength, the attacker may snatch it away from the victim if sheh possesses the Strength required to wield it.
  2. If the number of successes on the attack (after Dodge/Parry) exceeds the victim's Strength, the attacker grapples the target. After the initial grapple, the attacker inflicts damage equal to the number of successes sheh makes on a Strength + Do check (dif 6). A grappled opponent cannot parry or dodge this, but may grapple in return each turn, provoking a contested Strength + Brawl/Do check. The winner inflicts an amount of bashing damage equal to the difference. By allowing a grapple to take place or by splitting hes dice pool, each combatant may attack with a small weapon (knife, dagger, etc...) or close combat strike (punch, bite, etc...), though the victim of these strikes may parry as normal. A grappled creature can escape instead of inflicting damage if hes contested Strength + Brawl/Do check achieves a number of extra successes equal to or greater than hes opponent's Strength score.
  3. An unarmed Doist may parry melee attacks that inflict bashing damage as per normal. Sheh may also parry melee attacks that inflict lethal damage, but may not reduce lethal damage by more than hes Do score (a Monk with two dots of Do may eliminate two health levels of damage inflicted by a sword).
  4. The attacker attempts to trip the victim, either with hes legs or an appropriate melee weapon (no daggers or rapiers here, okay?). If the attack is successful, the victim must make a Dex + Athletics roll (dif 8) or suffer a knockdown in addition to the damage from the attack.
  5. On a succesful attack, the victim must roll Dex + Athletics (dif 7) or suffer a knockdown. If the target is not knocked down, sheh is unbalanced and suffers a +1 difficulty penalty to all actions for the next full turn.

Do: Advanced Techniques

For every point of Do a Monk possesses beyond the first, sheh may learn one of the following advanced techniques:

Catch/Deflect Missiles: The Monk may deflect or catch an incoming missile on a Dex + Do roll, provided sheh has one or more free hand. This counts as a Parry action. The difficulty of this depends on the missile involved.

Missile Deflect Catch
Rock 4 5
Spear 5 4 (both hands)
Knife/Dagger 6 7
Arrow 7 8
Axe 8 7

Flying Leap: With a turn's preparation and a successful Dex + Do (dif 6), the Doist may either double hes normal leaping distance or stay aloft for one turn per success by bouncing off of various walls, branches, or other hard surfaces.

Iron Shout: By channeling hes inner strength through a deafening yell, a skillful Monk can either toughen hemself against blows (Stamina + Do, dif 7) or frighten hes opponents (Manipulation + Do, dif is enemy's Willpower). The first requires the expenditure of a point of Willpower, but grants the Monk a point of armor per success for one full turn. The second either causes an enemy to flee or stuns hem for one turn. This intimidating shout may instead be employed against several weak-willed (Willpower 4 or less) opponents, with each success affecting one character.

Redirection: On a successful Dex + Do (dif 8), an attack may be parried and turned back. This special parry both reduces the damage inflicted by an incoming attack and inflicts an amount of bashing or lethal damage to the attacker equal to the number of successes the Monk scores. This redirected attack cannot be dodged or parried.

Fencing

Fencing is a highly artistic and secretive combat style once unique to Troubadours and those trained by them. Even in these enlightened times, it is the fighting style of the most elite swordsmen and a carefully guarded secret. Knowledge of Fencing allows the warrior to employ several unique manuevers when wielding a rapier and/or main gauche.

Manuever Traits Difficulty Damage
Counterstrike Dex + Fencing 6 Weapon
Fletch Dex + Fencing 7 Weapon + 1
Riposte Dex + Fencing 6 Weapon
Thrust Dex + Fencing 7 Weapon + 2
Tranche Dex + Fencing 7 1 + Special

Advanced Archery Rules

Few characters in fantasy fiction are more romanticized than the archer. There is something at once mysterious and frightening about a warrior who can kill from a distance. David felled Goliath with a shepherd's sling. The Welsh longbowmen killed hundreds of armored knights before the horses even finished crossing the battlefield. William Tell earned immortality in our tales with his marksmanship under incredible duress. And even Robin Hood's reputation is as much that of an archer as a do-gooder.

Certainly, magic can enhance the image and skill of an archer, but the initial skill goes a long way. When a character receives hes 4th point of Archery, sheh picks one of the advanced skills below. When sheh earns hes 5th dot, sheh picks a second advanced skill.

Armor

Since this chronicle is set before the evolution of Tournament Armor and Titan's Armor, these armor types are not available. Each point of armor ("Protection" in the chart below) reduces all bashing, lethal, and aggravated damage other than direct Pattern attacks, Mind magic, and similar non-physical threats by one per point of armor. Armor is not invincible, and any single attack that inflicts more than twice its armor value destroys the armor. Given the significant defensive advantage armor provides under the new system, I have opted to assign Dexterity penalties for armor based on the base M:tA book rather than the gentler M:SC rules.

Type Protection Dex Dice Penalty
"Crow's Mail" 1 0
Light Armor 2 -1
"Bastard Plate" 3 -2
Mail 4 -3
Full Plate 5 -4