Ease Factor: Difference between revisions
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A character with a [[Strength]] of +2 tries to force open a barred door. The storyguide tells the player to roll a Str [[Stress Die]] against an Ease Factor of 9. The player rolls a 7, which is modified by the character's +2 [[Strength]], for a total of 9. Since this equals the Ease Factor, the task succeeds: the door opens. | A character with a [[Strength]] of +2 tries to force open a barred door. The storyguide tells the player to roll a Str [[Stress Die]] against an Ease Factor of 9. The player rolls a 7, which is modified by the character's +2 [[Strength]], for a total of 9. Since this equals the Ease Factor, the task succeeds: the door opens. | ||
== Legacy Page == | |||
The history of this page before August 6, 2010 is archived at [[Legacy:ease_factor]] | The history of this page before August 6, 2010 is archived at [[Legacy:ease_factor]] | ||
[[Category:Rules]] | [[Category:Rules]] |
Latest revision as of 15:52, 9 June 2013
In Ars Magica, the Ease Factor is the minimum number a player has to roll (after modifiers) in order for a character to succeed at a task. The term is a little counter-intuitive because more difficult tasks have a _higher_ Ease Factor.
Ease Factors are commonly multiples of 3, but that is just a convention, not a hard and fast rule.
Example of Ease Factors in Play
A character with a Strength of +2 tries to force open a barred door. The storyguide tells the player to roll a Str Stress Die against an Ease Factor of 9. The player rolls a 7, which is modified by the character's +2 Strength, for a total of 9. Since this equals the Ease Factor, the task succeeds: the door opens.
Legacy Page
The history of this page before August 6, 2010 is archived at Legacy:ease_factor