In the world of Ars Mechanica, battles are fought not just with steel and steam but with strategy, skill, and careful planning. Unlike traditional tabletop RPGs, Ars Mechanica uses a blind bidding resolution system that emphasizes tactical decision-making and resource management. This post introduces the core mechanics, explaining how actions are resolved, how combat unfolds, and the role of skills, Perks, and Passions. By the end, you’ll have a solid understanding of how to navigate the battlefield with your Machina.
1. The Blind Bidding System: Strategy Over Chance
The core mechanic of Ars Mechanica revolves around a blind bidding test where players use their Effort Pool to compete against a dynamic Difficulty set by the Game Master (GM). This system encourages strategic thinking and resource management, rewarding players who plan and use their resources wisely.
How It Works:
- Effort Pool: Each player has a finite Effort Pool they can draw from, representing their energy, focus, and stamina. Players can bid from this pool to perform actions, with the amount they bid up to their Skill Level.
- Skill Maximum: Players cannot bid more than their Skill Level (ranging from 1 to 5) for the action they are trying to perform (e.g., Machina Piloting, Ranged Combat).
- Blind Bidding: Both the player and the GM secretly decide how much effort they will bid. The GM sets a dynamic Difficulty (DR) for the task based on the situation, ranging from 1 (easy) to 5 (very hard). Both sides reveal their bids simultaneously.
- Resolution: The player adds any bonuses from Perks or Passions to their bid, and the highest total wins. If the player wins, they succeed in their action. If the GM’s bid wins, the player’s attempt fails or has limited success, depending on the situation.
Example: A player with a Machina Piloting Skill of 3 wants to navigate through difficult terrain. The GM sets the DR at 2. Both secretly decide on their bids, then reveal: the player bids 2 Effort, and the GM bids 1. The player wins and successfully navigates through the terrain, using 2 Effort from their pool.
2. Skills and Actions: The Core Abilities of a Pilot
Skills are the backbone of a character’s ability to interact with the world and their Machina. Each character has a range of skills that define what they are good at, from piloting to combat to engineering.
Key Skills:
- Machina Piloting: Governs the ability to maneuver and control a Machina. Higher skill levels allow for more precise and daring maneuvers, crucial when navigating complex terrain or avoiding enemy fire.
- Ranged Combat: Covers the use of weapons like cannons, crossbows, and muskets. Players with high Ranged Combat skills can make more accurate shots and manage their Effort Pool efficiently.
- Close Combat: Involves melee weapons like pikes, polearms, and reinforced fists. Useful for pilots who favor direct, close-quarters combat.
- Engineering: Essential for repairing and maintaining Machina, both in and out of battle. Engineers can also make modifications and quick fixes during combat, allowing for on-the-fly repairs.
- Tactics: The ability to read the battlefield and make strategic decisions. Pilots with a high Tactics skill can outmaneuver opponents, anticipate enemy moves, and make tactical bids more efficiently.
3. Combat Mechanics: Engaging in Machina Warfare
Combat in Ars Mechanica is dynamic and tactical, with players and GMs engaging in strategic bidding to determine the outcome of battles. The system emphasizes positioning, movement, and effective use of resources.
Step-by-Step Combat:
- Declare Action: The player decides which enemy they want to attack and how (e.g., firing a cannon, charging with a lance).
- Set Difficulty: The GM sets a dynamic Difficulty Rating (DR) based on the enemy’s agility, positioning, and defensive measures, ranging from 1 (easy) to 5 (hard).
- Blind Bid: Both the player and the GM secretly choose how much Effort to bid. The player can bid up to their Skill Level, and the GM bids an appropriate amount based on the DR.
- Reveal and Resolve:
- Both reveal their bids. The player adds any bonuses from Perks or Passions to their total. The higher total wins.
- If the player wins, they succeed and move to calculate damage. If the GM wins, the attack fails or is less effective.
Damage Calculation:
- Damage Dealt = Weapon Damage + Success Rating – Opponent’s Armor
- Each weapon has a base Damage Rating (1 to 5), and each Machina’s armor has an Armor Rating (1 to 5) that reduces incoming damage.
Example: A player with a Ranged Combat Skill of 4 attacks an Ironclad (DR 3) using a Medium Cannon (Damage 4). Both bid: the player bids 3 Effort, and the GM bids 2. The player wins, and the Success Rating is 1 (4 – 3). The Ironclad has Armor 3, so the damage dealt is 4 (weapon) + 1 (success) – 3 (armor) = 2 damage.
Dynamic and Narrative Movement:
Movement in Ars Mechanica is designed to be more narrative and fluid, reflecting the strategic positioning of units on the battlefield rather than rigid distances. Each Machina class has a Base Movement Style that reflects its role:
- War Golem (Steady Advance): Slow but relentless. War Golems are described as slowly advancing, holding ground, and being difficult to displace. Players narrate how their Golem takes strategic positions, dominating sections of the battlefield.
- Ironclad (Tactical Mobility): Balanced movement, allowing Ironclads to reposition, flank, or hold defensive lines. Players can describe quick redeployments, shifting to block enemy advances or provide cover.
- Clockwork Knight (Rapid Maneuvers): Fast and agile, able to dart in and out of combat. Players narrate swift movements, exploiting gaps in enemy formations, or escaping dangerous situations.
4. Perks and Passions: Adding Depth to Characters
Perks and Passions provide characters with special abilities and bonuses, adding depth and strategic options beyond basic skill tests.
Perks:
Perks reflect unique abilities or traits that offer advantages during gameplay. They can give bonuses in certain situations or enhance a character’s bidding power.
- Field Innovator: Grants a bonus to Engineering bids, allowing for rapid in-combat repairs and modifications.
- Steady Hand: Increases accuracy for Ranged Combat, making it easier to bid lower and still succeed against high-DR targets.
- Swift Striker: Boosts Close Combat damage when attacking quicker-moving enemies, reflecting sharp, precise strikes.
Passions:
Passions drive characters’ actions and can provide bonuses when they align with their Goals, Motivations, Relationships, or Flaws, giving characters personal depth.
- Goal (Prove My Worth): A pilot with this Goal receives bonuses when taking risks to demonstrate their skill, often bidding higher than necessary to secure a decisive victory.
- Motivation (Protect the Innocent): Provides bonuses when engaging in actions that defend civilians or allies, driven by a sense of duty and purpose.
- Relationship (Bond with Engineer): Characters who have a strong relationship with their engineers gain benefits when working together, reflecting trust and coordinated efforts.
- Flaw (Impulsiveness): Offers a bonus when taking quick, decisive actions without much planning, but can lead to negative consequences if the situation calls for patience.
5. Example Scenario: A Clash of Machina
The Situation: A Protestant pilot, Captain Reinhardt, pilots an Ironclad equipped with a Medium Cannon (Damage 4). He is facing off against a Catholic League War Golem, known for its heavy armor and slow advance. The War Golem’s DR is 3, and it has Armor 4. Captain Reinhardt has a Ranged Combat Skill of 4.
Step 1: Declare Action and Set Difficulty
- Captain Reinhardt declares that he will fire his Medium Cannon at the War Golem. The GM sets the DR at 3 due to the War Golem’s size and armor.
Step 2: Blind Bid
- Captain Reinhardt bids 3 Effort from his Effort Pool, knowing he must match or exceed the DR.
- The GM secretly bids 2.
Step 3: Reveal and Resolve
- Both reveal their bids: the player bids 3, and the GM bids 2. Captain Reinhardt wins with a Success Rating of 1 (4 Skill + 3 Effort – 3 DR).
Step 4: Calculate Damage
- Weapon Damage: 4 (Medium Cannon)
- Success Rating: +1
- Opponent’s Armor: -4
- Total Damage: 1 (4 + 1 – 4)
Captain Reinhardt’s shot hits the War Golem, but its heavy armor absorbs most of the impact. Seeing the War Golem begin its slow, steady advance, Reinhardt quickly assesses the situation. The War Golem’s Steady Advance movement style means it will continue pushing forward, unyielding but predictable. Reinhardt knows he has a chance to reposition and gain a tactical advantage.
Dynamic and Narrative Movement in Action
Recognizing the threat, Captain Reinhardt decides to reposition his Ironclad. As an Ironclad with Tactical Mobility, his Machina can quickly shift between offensive and defensive roles. Reinhardt narrates his Ironclad maneuvering around the battlefield, moving to a higher vantage point where he can aim for a less protected area of the War Golem’s plating.
Meanwhile, the War Golem continues its Steady Advance, pressing forward to force a direct confrontation. The Catholic pilot knows they can outlast Captain Reinhardt in a head-on fight, but their slow movement means they have little choice but to move straight ahead, hoping to close the distance.
Continued Bidding and Combat
Reinhardt decides to fire again, but this time he aims for the War Golem’s exposed flank, hoping to bypass its thick frontal armor. The GM raises the DR to 4 this time, simulating the difficulty of hitting a precise spot on the War Golem’s armored body.
- Captain Reinhardt’s Bid: He knows he needs to make this shot count, so he bids 4 Effort, using his full skill potential.
- GM’s Bid: The War Golem pilot, anticipating the move, bids 3 Effort to match the difficulty.
Reinhardt Wins: Reinhardt’s total of 8 (4 Skill + 4 Effort) exceeds the War Golem’s total of 7 (3 Effort + 4 DR). This gives him a Success Rating of 1. He fires the cannon, and the shot pierces the War Golem’s less-protected side.
- Weapon Damage: 4 (Medium Cannon)
- Success Rating: +1
- Opponent’s Armor: -3 (less armor on the side)
- Total Damage: 2 (4 + 1 – 3)
This time, the shot lands with more force, and the War Golem visibly staggers from the impact. Reinhardt’s tactical repositioning has paid off, but the fight is far from over.
The Importance of Tactical Play and Resource Management
In Ars Mechanica, battles are a blend of strategic positioning, effective bidding, and clever use of resources. Players must carefully manage their Effort Pool, balancing between aggressive plays and conserving energy for future confrontations. Knowing when to bid high and when to hold back is key, and understanding your Machina’s movement style can help you gain a tactical advantage over slower or faster opponents.
The dynamic and narrative movement also allows for more creativity in combat. Instead of rigid grids, players can describe how their Machina moves, takes cover, or engages the enemy, making every battle feel more immersive and tailored to the situation.
Conclusion: Strategic Warfare at Its Finest
The core rules of Ars Mechanica focus on rewarding strategic play, emphasizing the importance of skill, positioning, and tactical resource management. By using a blind bidding system, players must think carefully about how they engage with enemies, leveraging their Machina’s strengths and compensating for weaknesses. The dynamic movement rules encourage narrative-driven play, where every maneuver and action can shift the balance of power on the battlefield.


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