Ars Magica Definitive Edition, Chapter Eleven: Obstacles
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
Quickness + Weapon Initiative Modifier – Encumbrance + Stress Die
Attack Total
Dexterity + Combat Ability + Weapon Attack Modifier + Stress Die
Dexterity + Combat Ability + Weapon Attack Modifier + Stress Die
Defense Total
Quickness + Combat Ability + Weapon Defense Modifier + Stress Die
Quickness + Combat Ability + Weapon Defense Modifier + Stress Die
Damage Total
Strength + Weapon Damage Modifier + Attack Advantage
Strength + Weapon Damage Modifier + Attack Advantage
Soak Total
Stamina + Armor Protection (+ Form Bonus, for magi)
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
Attacker's Attack Total – Defender's Defense Total