All weapons have a base damage value, so you take your final success rate, look it up on the chart, and under the Armor Type listing on it, you determine how much damage you're supposed to deal according to the armor they are wearing (a number that varies from 10-400%). If the Attacker succeeds, he references his degree of success to what Kage has called the BBCC (Big Bad Combat Chart), which lists every AT value and how much damage a particular success rate gives. Whoever's score is highest determines the win. The Defender similarly rolls their defense (either Block or Dodge, whichever is highest or applicable, or Magic Projection if you've got a shield up). Attacker rolls d100 and adds their combat modifier (Attack stat for melee attacks, Magic Projection for spells, etc). The worse you fail, the more you open yourself to a counter attack.Ĭombat works like this: You have some sort of attack ability. The more successful your attack, the more powerful your strike.
See, there's no such thing as simply hitting or missing in Anima, usually.
The action "pool" so to speak makes things really easy, and determines not only how many actions you can take in a combat, but how many counterattacks you can make as well. I think we're just going to assume the maximum number of actions, because it's easier. At the top of every round, you choose how many actions you'll take. It's like the d20 system with damage calculated by degrees of success, which is something I've never really seen calculated in a tabletop system so well. Everything is either d10- or d100-based, which makes everything pretty simple to determine. It's much different from what we're used to, and really, for the three hours or so we putzed around looking for this rule and that rule, really it wasn't too bad. Personally, I like Anima's new combat system.
#ANIMA BEYOND FANTASY RPG CORE RULEBOOK TRIAL#
Last night, a few of us got together to do a mock combat trial by fire to see how well Anima worked.