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  ==
== 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 16:52, 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