Hi all!
I've just started my first ArM5-saga and I'm currently easing a group of three consisting of players who are totally new to Ars Magica into the rules by means of a series of simple, linked, one-evening sessions.
The first session I resolved to dedicate to non-magical combat and simple skill checks. This being my first SG experience of ArM5, I looked over the combat rules first. After a bit of reading and reflection I came to a few personal conlusions.
First of all, I really missed the "advantage"-concept from ArM4, where you could opt to not apply your attack advantage but instead let it "carry over" to the next round, so i put that back in.
Next, I didn't like the group rules. To me, they didn't appear helpful until you started combats with a lot of people on either side, so for the time being i replaced it with a +3 bonus to attack for each person after the first attacking a given target. This all worked fine, but I did encounter one thing that I hadn't expected as we were playing through te first combat encounter, probably out of oversight on my part, so I thought I'd put the question to you guys.
Everone rolled their initiatives and took their first round of combat. Everything rolled on smoothly. Then, one of my players wanted to change his wielded weapon from a small wooden club he'd initially chosen to try and inflict non-fatal damage to the short-sword he carried around for earnest defence. The sword has a different initiative-rating and I usually only roll for initiative once, at the beginning of combat. Now, if you roll for initiative for each combat round it's pretty straightforward to just generat a new total. The twist is that I have my characters first declare their actions, lowest initiative first so the highest initiative can respond to the "slower" ones, and then resolving declared actions reverse order, result being that highest initiative declares last and acts first. That said, I'm rather fond of generating initiative once and then sticking to it.
Any ideas for integrating weapon-changing inte these customised variants of ArM5? I resolved it by just modifynging the existing initiative rating by the new modifier, but there might be better solutions out there, right?
Any comments or thoughts on the rest of my house-rules on combat are also greatly apreciated.