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【万律全书】攻击与伤害(Attacks and Damage)
« 于: 2017-09-13, 周三 11:32:21 »
攻击与伤害(Attacks and Damage)
攻击是战斗的基本部分。做出攻击是一个标准动作或整轮动作的一部分(见下述全力攻击)。

近战攻击(MELEE ATTACKS)
你可以用近战武器,天生武器甚至是赤手空拳,来攻击对小型和中型生物来说5尺的触及范围内的任何对手。5尺范围内的对手被认为与你相邻。一些武器和生物有更长的触及范围。

近战攻击加值=基础攻击价值+力量调整值+体型调整值+增强加值+其他调整值

基本攻击加值(Base Attack Bonus)
你的职业或生物类型以及你的人物等级或生命骰数决定你的基本攻击加值。有时会把这些因素相结合,例如一个拥有种族生命骰的生物获得了职业等级。

力量调整值(Strength Modifier)
如果你的力量高,你就能够使出更强力的打击来穿透防御。一个低力量的生物则没有足够的力量。因此将你的力量调整值加到近战攻击检定。

增强加值(Enhancement Bonus)
增强加值源于更好的武器。这类加值来自精制或魔法武器。

其他调整值(Other Modifiers)
环境会影响攻击检定,见攻击检定调整值表格。

徒手攻击(UNARMED ATTACKS)
用拳击或者脚踢就像用近战武器攻击一样,但是会受到你攻击的持有武器敌人的借机攻击。这次借机攻击在你攻击之前生效。徒手攻击不会受到其他敌人的借机攻击,也不会受到徒手敌人的借机攻击。一个赤手空拳的生物不能做出借机攻击。

天生武器(Natural Weapons)
一个拥有像爪抓或挥击这样天生武器的生物视为持有武器。它可以徒手攻击,但是不能将使用天生武器视为徒手攻击,也不能对其天生武器使用只对徒手攻击生效的能力。

“持有武器”的徒手攻击(“Armed” Unarmed Attacks)
有时一个生物的徒手攻击视为持有武器的攻击。一个武僧,一个拥有精通徒手击打专长的人物,以及一个正在传递接触攻击法术的施法者都被视为持有武器。这种方式持有武器对进攻和防御很重要。这种方式持有武器的生物可以做出借机攻击,并且攻击时不会受到借机攻击(施放法术会如常受到借机攻击)。

远程攻击(RANGED ATTACKS)
你可以使用远程武器来射击或投掷攻击处于武器最大射程范围(见距离减值)内的任何目标。视线不是必须的——你可以对隐蔽的生物射击,希望你真的能射中。然而,干扰的生物和障碍物可以阻挡你的射击或为你所瞄准的生物提供掩护。当你使用远程武器时会受到借机攻击。

远程攻击加值=基本攻击加值+敏捷调整值+体型调整值+增强加值+距离减值+其他调整值

敏捷调整值(Dexterity Modifier)
如果你的敏捷高,那么你使用远程武器就自然会精准。如果你的敏捷低,那么就会不精准。(这不是相当于啥都没说么= =)

距离减值(Range Penalty)
每个远程武器都有标准射程,武器或弹药在命中目标前必须飞过的每个标准射程会在攻击检定上受到-2减值(??)。投掷武器的最大射程为五倍的标准射程,弹射武器则可以射出十倍标准射程的范围。

其他调整值(Other Modifiers)
调整近战攻击检定的许多情况也适用于远程攻击。但是,一些如对近战进行射击的减值仅适用于远程攻击。见攻击检定调整值表格。

对近战的远程攻击(RANGED ATTACKS INTO A MELEE)
如果你使用远程武器射击或投掷攻击一名和你的同伴处于近战的对手,你的攻击检定要承受-4减值。如果两个生物互相敌对且互相位于对方的威胁格内那么它们就处于近战。一名无意识或者其他无法动弹的生物不被视为处于近战,除非它受到攻击。
如果你的目标距离你最近的同伴至少2格则可以避免-4减值。这种情况即使在你正在攻击的生物与同伴处于近战时仍然适用,如果你能瞄准目标生物身体的一部分。

接触攻击(TOUCH ATTACKS)
接触攻击有两种类型——近战接触攻击和远程接触攻击。 当攻击是接触攻击时,你的目标的AC计算不包括任何护甲加值,盾牌加值或天生防御加值,包括对这些因素的增强加值。 所有其他调整值正常计算。 为了击中你的目标,你进行一个接触攻击检定——远程或近战——并且所有其他影响攻击的规则仍然适用。

全力攻击(FULL ATTACK)
如果因为较高的基本攻击加值,持用两把武器或双头武器,或者由于其他的原因使你可以在一轮中做出多次攻击,你必须使用一个整轮动作(full-round)才可以做出额外的攻击。你需要在攻击时指定目标。你在做出较晚的攻击前就可以看到前次的攻击的结果。
如果是因为较高的基本攻击加值获得的多次攻击,你必须按照加值从高到低的顺序做出攻击。如果是使用两种武器则可以选择先用任意武器攻击,如果是双头武器可以先选择任意一头。
全力攻击中唯一可以进行的移动是五尺快步,你可以在攻击之前之间或之后使用。
在顺势斩和强力顺势斩发挥作用时你可以获得额外攻击。这可以让你在不采用全力攻击动作时突破正常攻击的次数限制。

攻击检定(ATTACK ROLL)
攻击检定代表着你尝试攻击你的对手。你的攻击检定是1d20+你所使用攻击类型的攻击加值。如果结果大于等于目标防御等级(AC),则你击中目标并造成伤害。

自动失手和命中(AUTOMATIC MISSES AND HITS)
攻击检定原值为1——当d20投出1——的攻击总会失手。攻击检定原值为20——当d20投出20——的攻击总会命中。攻击检定原值为20提供一个可能重击的威胁。

伤害(DAMAGE)
攻击成功时,会造成伤害。所用的武器决定了造成的伤害大小。 伤害降低目标的当前生命值,除非被指定为某种其他类型的伤害。 某些攻击,生物和魔法效果可能会导致其他类型的伤害,例如属性伤害,能量吸取或非致命伤害。 当您遇到这样的攻击时,使用攻击所描述的攻击效果。

伤害调整值(DAMAGE MODIFIERS)
环境中的其他因素会可能会增加或减少伤害。通常,伤害受魔法效果影响。这个效果同样适用于徒手击打(unarmed strikes)和天生武器(natural weapons)。

最小伤害(MINIMUM DAMAGE)
如果减值使伤害结果低于1,命中后仍会造成1点伤害。

倍数伤害(MULTIPLYING DAMAGE)
有时伤害会成倍增加,如重击。掷一个伤害检定,并加上所有调整值后成倍增加。计算总值。武器原本伤害之外的伤害骰,如要害伤害能力,永远不会翻倍。
指定伤害(Specifying Damage Dealt)
您可以在攻击检定之前指定用通常会造成非致命伤害的武器来造成致命伤害,但是你的攻击检定受到-4减值。 你也可以指定用一种通常会造成致命伤害的武器来造成非致命的伤害,同样攻击检定会受到-4点减值。 参见伤害,治疗和死亡。

表格:攻击检定调整值(Attack Roll Modifiers)
攻击者处于…                                近战      远程
攻击失去平衡的游泳者                         +2        +2
目眩                                         -1        -1
使用非致命武器造成致命伤害                   -4        -4
使用致命武器造成非致命伤害                   -4        -4
被能量吸取(1)                              -1        -1
被纠缠(2)                                  -2        -2
防御式战斗                                   -4        -4
夹击防守者                                   +2        —
擒抱中使用徒手,天生武器或轻型武器攻击       -4        —
擒抱中通过成功的擒抱检定用对手的武器攻击     -4        —
隐形(3)                                    +2        +2
在意志对抗中失败(威慑)(4)                -1        -1
穿着不擅长的防具(5)                        ——多样——
使用不擅长的武器                             -4        -4
比防守者较高的位置                           +1        —
俯卧(6)                                    -4        —
恐惧或战栗                                   -2        -2
射击或投掷超出标准射程(7)                  —        -2
向近战中射击                                 —        -4
在狭窄空间                                   -4        -4
遇到下雨,大风,冰雹或者下雪                 —        -4
水下(8)                                    ——多样——
使用临时武器                                 -4        -4
使用不符合体型的武器(9)                    -2        -2
在意志对抗中获胜(威慑)(10)               +1        +1

1  每个负向等级累计计算。
2  攻击者受到-4敏捷减值,会影响到攻击检定。
3  防御者目盲时该加值无效。
4  减值仅针对胜者有效。如果是防御者发起对抗,则减值持续1轮。如果防御者仅是参与,那么伤害检定也会受到-1减值且所有减值持续整场遭遇。
5  防具检定减值作用于攻击检定。
6  俯卧时大部分远程武器无法使用。但是你可以不受减值的使用十字弓和手里剑。
7  每超出一个标准射程,减值累计计算。
8  见水下战斗,149页
9  每个体型等级差距累计计算。
10 加值仅对无视你或参与对抗的防御者有效。如果防御者无视你并且你通过一个DC15的威慑检定,你会获得持续一轮的士气加值。如果防御者参与对抗并失败,那么加值为无名加值且伤害检定也会受到+1加值,所有加值持续整场遭遇。
« 上次编辑: 2017-09-22, 周五 09:06:25 由 十二楼五城 »

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Re: 【万律全书】攻击与伤害(Attacks and Damage)
« 回帖 #1 于: 2017-09-13, 周三 11:47:56 »
原文:
Attacks and Damage
Attacking is a basic part of combat. Doing so takes a standard
action or part of a full-round action (see Full Attack,
below).
MELEE ATTACKS
With a melee weapon, a natural weapon, or even a bare fi st,
you can strike any opponent within reach, which is normally
5 feet for Small and Medium creatures. Opponents within
5 feet are considered adjacent to you. Some weapons and
creatures have longer reach.
Melee attack bonus = base attack bonus + Str modifier +
size modifier + enhancement bonus + other modifiers
Base Attack Bonus
Your class or creature type along with your character level
or number of Hit Dice determine your base attack bonus.
Sometimes these factors combine, such as when a creature
has racial Hit Dice and then takes class levels.
Strength Modifier
If your Strength is high, you can deliver more forceful
blows that are capable of cutting through defenses. A
creature that has a low Strength is unable to apply enough
force. Therefor you apply your Strength modifier on melee
attack rolls.
Enhancement Bonus
Enhancement bonuses make your weapon better. Such
bonuses come from masterwork or magic weapons.
Other Modifiers
Circumstances can modify your attack roll. See the Attack
Roll Modifi ers table on the facing page.
UNARMED ATTACKS
Striking with punches and kicks is like attacking with a
melee weapon, except that such attacks usually provoke an
attack of opportunity from the foe you attack, provided that
opponent is armed. The attack of opportunity comes before
your attack. An unarmed attack doesn’t provoke attacks of
opportunity from other foes, nor does it provoke an attack
of opportunity from an unarmed foe. An unarmed creature
can’t make attacks of opportunity.
Natural Weapons
A creature that has a natural weapon, such as a claw or slam,
is considered armed. It can make unarmed attacks, but it can’t
use its natural weapons as if they were unarmed attacks, nor
can it apply abilities that affect only unarmed attacks to its
natural weapons.
“Armed” Unarmed Attacks
Sometimes a creature’s unarmed attack counts as an armed
attack. A monk, a character who has the Improved Unarmed
Strike feat, and a spellcaster delivering a touch attack
spell all count as armed. Being armed in this way counts
for both offense and defense. So a creature armed in this
way can make attacks of opportunity, and such a creature
doesn’t provoke attacks of opportunity when attacking.
(The act of casting a spell provokes attacks of opportunity
as normal.)
RANGED ATTACKS
With a ranged weapon, you can shoot or throw at any target
that is within the weapon’s maximum range (see Range
Penalty). Line of sight isn’t required—you can fire at a
creature that has concealment, hoping you hit your target.
Intervening creatures and obstacles, however, can block your
shot or provide cover for the creature you’re aiming at. You
provoke attacks of opportunity when fi ring or throwing a
ranged weapon.
Ranged attack bonus = base attack bonus + Dex modifier
+ size modifier + enhancement bonus + range penalty +
other modifiers
Dexterity Modifier
If your Dexterity is high, you’re naturally accurate with
ranged weapons. If your Dexterity is low, you’re inaccurate.
Range Penalty
Every ranged weapon has a range increment. Each full range
increment the weapon or ammunition must travel before
hitting its target imposes a cumulative –2 penalty on the
attack roll. A thrown weapon has a maximum range of fi ve
range increments. A projectile weapon can shoot up to ten
range increments.
Other Modifiers
Many circumstances that modify melee attack rolls also apply
to ranged attack rolls, but some, such as the penalty imposed
for shooting into a melee, apply only to ranged attack rolls.
See the Attack Roll Modifi ers table.
RANGED ATTACKS INTO A MELEE
If you shoot or throw a ranged weapon at an opponent engaged
in melee with an ally, you take a –4 penalty on your attack
roll. Two creatures are engaged in melee if they’re opponents
of each other and either threatens the other. An unconscious
or otherwise immobilized creature isn’t considered engaged
unless it’s actually being attacked.
If your target is at least 2 squares from the nearest ally,
you can avoid the –4 penalty. This option applies even if the
creature you’re attacking is engaged in melee with an ally,
provided you can aim at part of the creature that is at least 2
squares from your ally.
TOUCH ATTACKS
Touch attacks come in two types—melee touch attacks and
ranged touch attacks. When an attack is a touch attack, your
target’s AC doesn’t include any armor bonus, shield bonus,
or natural armor bonus, including enhancement bonuses to
these factors. All other modifi ers apply normally. To hit your
target, you make a touch attack roll—ranged or melee—and
all other rules that affect attack rolls still apply.
If you get more than one attack per round because your base
attack bonus is high enough, because you fi ght with two
weapons or a double weapon, or for some other reason, you
must use a full-round action to be able to make your additional
attacks. As you make your attacks, you specify your targets.
You can see how the earlier attacks turn out before assigning
the later ones.
If you can make multiple attacks because your base attack
bonus is high enough, you must make the attacks in order
from highest bonus to lowest. You can strike with either
weapon fi rst if you’re using two weapons or either part of
the weapon fi rst if you’re using a double weapon.
The only movement you can take during a full attack is
a 5-foot step. You can take the step before, after, or between
your attacks.
The extra attacks granted by the Cleave feat or the Great
Cleave feat can be taken whenever they apply. This is an
exception to the normal limit on the number of attacks you
can make when not making a full attack.
ATTACK ROLL
An attack roll represents your attempt to strike your opponent.
Your attack roll is 1d20 + your attack bonus with the
type of attack you’re using. If the result equals or exceeds
the target’s AC, you hit and deal damage.
AUTOMATIC MISSES AND HITS
A natural 1—when the d20 comes up 1—on the attack roll is
always a miss. A natural 20—when the d20 comes up 20—is
always a hit. A natural 20 is also a threat, which is a possible
critical hit (see page 40).
DAMAGE
When an attack succeeds, it deals damage. The weapon used
determines the amount of damage dealt. Damage reduces
a target’s current hit points, unless it’s specified as some
other sort of damage. Certain attacks, creatures, and magical
effects can cause other sorts of damage, such as ability
damage, energy drain, or nonlethal damage. When you hit
with such an attack, apply the effects of the attack as that
attack’s description dictates.
DAMAGE MODIFIERS
Other factors in the situation might increase or reduce
damage. Commonly, damage is modifi ed by a magical effect.
Effects that modify weapon damage apply to unarmed strikes
and natural weapons.
MINIMUM DAMAGE
If penalties reduce the damage result to less than 1, a hit still
deals 1 point of damage.
MULTIPLYING DAMAGE
Sometimes damage is multiplied, such as on a critical hit.
Roll the damage dice and add all modifi ers multiple times.
Total the results. Extra damage dice over and above a weapon’s
normal damage, such as those dealt by precision damage
abilities (see page 42), are never multiplied.
Specifying Damage Dealt
You can specify that you are dealing lethal damage with a
weapon that normally deals nonlethal damage before you
make your attack roll, but you take a –4 penalty on that
attack roll. You can also specify that you’re dealing nonlethal
damage with a weapon that normally deals lethal damage, but
you take a –4 penalty on that attack roll. See Injury, Healing,
and Death, page 72.
Attack Roll Modifi ers
Attacker is . . . Melee Ranged
Attacking an off-balance swimmer +2 +2
Dazzled –1 –1
Dealing lethal damage with
nonlethal weapon –4 –4
Dealing nonlethal damage with
lethal weapon –4 –4
Energy drained1 –1 –1
Entangled2 –2 –2
Fighting defensively –4 –4
Flanking defender +2 —
Grappling and attacking with an unarmed
strike, natural weapon, or light weapon –4 —
Grappling and attacking with an opponent’s
weapon after a successful grapple check –4 —
Invisible3 +2 +2
Loser in duel of wills (Intimidate)4 –1 –1
Nonproficient with armor worn5 —Varies—
Nonprofi cient with weapon used –4 –4
On higher ground than defender +1 —
Prone6 –4 —
Shaken or frightened –2 –2
Shooting or throwing from range7 — –2
Shooting into melee — –4
Squeezing –4 –4
Subject to rain, severe wind, sleet, or snow — –4
Underwater8 —Varies—
Using an improvised weapon –4 –4
Using an inappropriately sized weapon9 –2 –2
Winner in duel of wills (Intimidate)10 +1 +1
1 Cumulative per negative level.
2 Attacker takes a –4 penalty to Dexterity, which might
affect the attack roll.
3 Bonus doesn’t apply if defender is blinded.
4 Penalty is only on rolls against the winner. If defender
submitted, the penalty lasts for 1 round. If defender
participated, the penalty also applies on damage rolls
and lasts for the entire encounter.
5 Armor check penalty applies on attack rolls.
6 Most ranged weapons can’t be used while the attacker
is prone, but you can use a crossbow or shuriken while
prone at no penalty.
7 Cumulative per range increment from defender.
8 See Underwater Combat, page 149.
9 Cumulative per size category of difference.
10 Bonus is only on rolls against defender that ignored
or participated in the duel. If defender ignored you,
and you succeeded on a DC 15 Intimidate check, the
bonus is a morale bonus that lasts for 1 round. If
defender participated and lost, the bonus is untyped
and also applies on damage rolls, and it lasts for the
encounter.