Ars Magica Definitive Edition, Chapter Eleven: Obstacles: Difference between revisions
Audrey Azura (talk | contribs) (Creating the page for the combat scores for reference in Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic) |
Audrey Azura (talk | contribs) (Attribution) |
||
Line 18: | Line 18: | ||
{{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)