Ars Magica Definitive Edition, Chapter Eleven: Obstacles: Difference between revisions

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(Creating the page for the combat scores for reference in Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic)
 
(Attribution)
 
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{{ArsMformula|Attack Advantage|Attacker's Attack Total – Defender's Defense Total}}
{{ArsMformula|Attack Advantage|Attacker's Attack Total – Defender's Defense Total}}
== Attribution ==
''Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 ("CC-BY-SA 4.0)''

Latest revision as of 21:48, 28 October 2024

Combat

Combat is generally not the most important part of Ars Magica stories, but when it occurs it is both dramatic and deadly.

Combat Scores

Characters have five combat scores: Initiative, Attack, Defense, Damage, and Soak. If a character is just using one weapon, the weapon modifiers can simply be read off the weapon table (see below). If the character is using a weapon and a shield, add together the modifiers of the weapon and the shield to get the final modifier.

Initiative Total Quickness + Weapon Initiative Modifier – Encumbrance + Stress Die
Attack Total Dexterity + Combat Ability + Weapon Attack Modifier + Stress Die
Defense Total Quickness + Combat Ability + Weapon Defense Modifier + Stress Die
Damage Total Strength + Weapon Damage Modifier + Attack Advantage
Soak Total Stamina + Armor Protection (+ Form Bonus, for magi)

In addition, the Attack Advantage, calculated during combat, is central to resolution.

Attack Advantage Attacker's Attack Total – Defender's Defense Total

Attribution

Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 ("CC-BY-SA 4.0)