The battle system used in FE3H: Midnight Snow is a roll-based, abbreviated version of the Dungeons and Dragons battle system.
Ability Scores Edit
Each character will have six stats: Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma. The value of these stats will be a number from 1-20. When creating your character, beginner classes will have a total of 72 points to distribute among the six stats. You must roleplay your character in a way that reflects your stats. None of your scores should be less than 5 at start unless there is a very good reason. Only up to 2 of your scores should be less than 10. It is possible that throughout the role play, your ability score may exceed 20.
The value of your ability scores will determine the modifier for that stat. Modifiers are numbers that can be added to attack rolls, armor class (more on that later), and ability checks (more on that later too).
Here is a table of all ability scores and their corresponding modifier:
To calculate your modifier without looking at the table, subtract 10 from your ability score then divide by 2. Round to the lesser value.
Other Important Numbers Edit
This is how much health your character has. Your starting HP is determined by your class. Look at the class spreadsheet to find your starting HP. It should be a value, plus your constitution modifier.
At higher class levels, follow the formula listed in the class sheet for your desired class.
Attack Proficiency Bonus Edit
These are bonus points that are added to an attack that you are proficient in. Attacks that you are proficient in and their corresponding proficiency bonus are determined by your class.
Armor Class Edit
This number corresponds to how difficult it is to land an attack on your character. Your armor class is determined by your class. Look at the class spreadsheet to find your armor class. It should be a value plus your dexterity modifier.
On your turn, you can choose to attack an enemy, perform an ability check, or, if you are a class that wields white magic, you may choose to heal an ally.
To attack, first roll 1d20. Then, depending on what you’re attacking with, you will add an ability modifier to your roll. If you are attacking with a weapon you are proficient in, you will then also add the proficiency bonus to your roll.
The ability modifier that you add to your roll will be determined by what kind of attack you are making.
- For gauntlet, sword, and axe attacks, add your strength modifier to your roll.
- For lance and bow attacks, add your dexterity modifier to your roll.
- For white magic attacks, add your wisdom modifier to your roll.
- For black magic attacks, add your charisma modifier to your roll.
- For dark magic attacks, add your intelligence modifier to your roll.
In order for your attack to land on your opponent, your attack roll must be greater than your opponents armor class. If an opponent has an armor class of 15, you must roll a 16 or greater (after adding modifiers) in order to land your attack.
You will only do damage if your attack lands. You must also roll for damage—the type and number of dice you roll is specified in the weapons section of the class spreadsheet.
When attacking with a gauntlet, units may attack twice.
Ability Checks Edit
When taking actions that are not an attack or heal, perform ability checks to determine whether or not you succeed in a variety of actions. Roll 1d20, and add the modifier of the specified ability to your roll.
Generally, if the total is greater than 15, you succeed in performing your action. Sometimes, if a task is easier or harder than normal, you may wish to adjust the threshold for success. Refer to the table below.
What ability you use in a check is determined by the nature of your action. Generally, strength is used for actions regarding physical might; dexterity for actions that require great technique and control (such as lock picking, stealth); constitution for actions requiring resistance (such as withstanding environmental effects); wisdom for actions requiring insight (such as detecting a lie); and charisma for actions requiring persuasion (such as deception). The majority of your ability checks will likely be strength and dexterity checks.
Ability checks are required for all actions that might influence battle unless you and your partner agree to bypass one in favor of a certain outcome. It is up to you whether you wish to utilize ability checks even in normal roleplay outside of battles.
Only clases with white magic can heal. This includes the monk, priest, bishop, gremory, and holy knight classes (or other classes who used to be a monk, priest, or bishop at a previous class level.) Healers may not heal themselves. The amount of HP restored is determined by a roll, of which the type and number of dice rolled are determined by your class level.
|Beginner||1d6 + wis modifier|
|Intermediate||2d6 + wis modifier|
|Advanced||3d6 + wis modifier|
|Master||4d6 + wis modifier|
Note: If your character is no longer a white magic class but used to be one, the amount of healing you can do is determined by the class level of the previous white magic class.
- E.g. If your character was a monk and levelled to a mage, your mage can only do a beginner amount of healing.
Advantage and Disadvantage Edit
Some classes and attacks have advantage on skill checks and attacks against other classes. When using advantage, roll your attack twice, and use the higher of the two rolls. Check the class sheet to see if your class has any advantages.
Some classes have disadvantage on skill checks and attacks against other classes. When rolling with disadvantage, roll your check twice, and use the lower of the two rolls. Check the class sheet to see if your class has any disadvantages.
Crests and Personal Skills Edit
Your character may have up to two crests (only one of which can be a major crest) and one personal skill. Characters with two crests must have a corresponding explanation for why they have two crests in their backstory.
Crests are minor buffs that activate only when attacking. Major crests can have an activation rate of up to 33% (Roll 1d3, activates on a roll of 3). Minor crests can have an activation rate of up to 25% (Roll 1d4, activates on a roll of 4).
- Examples: Raise attack roll, add extra damage, restore percentage of HP
Personal Skills Edit
Personal skills always have greater effects than crests. They can be activated situationally, by chance, or are always active. Personal skills that are always active must have lesser effects than skills that are activated situationally or by chance.
They can affect the following: Unit, Ally, Foe.
|Waiting skill||Wait without taking action, the unit gains something for a turn.
Example: Linhardt, Dedue
|Rally skill||Use a turn to grant ally x amount of stats.
Example: Annette, Hanneman, Alois,
|Active skill||Is always active.
Example: Anne, Ignatz
|Chance skill||Activates on a x% chance.|
|Chance skill based on stat %||The amount of a stat determines trigger rate.
|Boosted by adjacent ally||Activates when near ally (either specific or anyone).
Example: Sylvain, Marianne, Leonie
|Boosting an adjacent ally||Allies near this unit will receive boost (either specific or anyone).
Example: Hilda, Manuela, Seteth, Flayn, Rhea, Dorothea
|Hinders foe||Downgrades stats or battle stats of foe by various factors: successful damage, being adjacent, being under 50% HP, etc.
Example: Caspar, Petra, Sylvain, Leonie, Shamir, Jeralt, Those Who Slither In The Dark
|Unit initiating skill||If the unit is the one to hit first/initiate, the skill activates. No effect when the enemy hits them first.
Example: Shamir, Death Knight
|HP related skill||Activates when HP is either full or not full (sometimes under 50% HP).
Example: Bernadetta, Ferdinand
Quick Builds Edit
Unsure where to start? Use the following quick build suggestion guide to assign stats based on your beginning class.
Make Strength your highest ability score, followed by Dexterity or Constitution. Equip a sword as your primary weapon.
Make Dexterity your highest ability score, followed by Constitution. Equip a lance as your primary weapon.
If you plan to use an axe or brawl as your primary attack, make Strength your highest ability score, followed by Constitution or Dexterity. If you plan to use a bow as your primary attack, make Dexterity your highest ability score, followed by Constitution.
If you plan to use black magic as your primary attack, make Charisma your highest ability score. If you plan to use dark magic as your primary attack, make Intelligence your highest ability score. If you plan to heal or use white magic as your primary attack, make Wisdom your highest ability score. Make your second highest score Constitution or Dexterity.