作者 主题: 【Unchained】造物与专业替换规则(Alternate Crafting and Profession Rules)  (阅读 17695 次)

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造物与专业替换规则(Alternate Crafting and Profession Rules)
在Pathfinder角色扮演游戏的世界中有着史诗般的宏大冒险,不过在战役中,并非每个角落里都塞满了各种怪物和恶棍。就像现实世界一样,这里也是普通工匠、商贩和其他从业人员的家园——这些人一辈子都在制作和销售货物或者做某种需要特定知识的工作。许多英雄在聆听冒险的呼唤之前,原本仅是卑微的学徒或技工。有些人甚至会在冒险的途中仍会锻炼先前习得的手艺,维持人脉并找到方法利用自己的记忆与学识。



造物(Crafting)
在Pathfinder角色扮演游戏中,主要有两种制造物品的方式。其一是通过各种造物专长(item creation feats)制作魔法物品。冒险者们经常会应用到这些规则,因为她们要制作强大的工具帮助自己探险、寻宝和击败各式各样的怪物。另一种方式则是使用工艺技能制作寻常和炼金物品。你们能够在核心手册(Core Rulebook)的91页里找到用这些技能造物的主要规则,然而本节会提供一种可选规则,它会扩充这些造物规则,使得这些物品的精加工变得更加简单和吸引人。



造物替换规则(Alternate Crafting Rules)
尽管核心手册中的造物规则已经可以满足大多数战役的需要,不过有时候这些规则用起来会有点繁琐。这些规则让角色花费整整一周的时间只为制造1件物品。它还涉及到复杂的乘法,就为了决定制作物品时成功的程度和制作速度。这些规则不仅和其他技能检定大不相同,而且还会放缓团内的进程,并且产生一种奇怪的情况:花费不合理的超长时间仅为了花费大价钱制作相对简单的物品。此外,此系统的规则特点还要尝试每日检定,对于玩家来说太过冗长繁复。
后述内容会系统地提供一种造物规则,它会相对易于使用,这种情况在和极限战役(Pathfinder RPG Ultimate Campaign)第二章的休整期(downtime)系统结合时候的时候尤为突出。
在使用这种替换规则时,使用本节中的工艺技能以取代核心手册中的版本。

工艺(智力)
Craft (Int)
你十分擅长制作某个特定种类的物品,比如护甲或武器。就像知识、表演和专业一样,工艺也被分为许多个不同的技能。你可以具有多个工艺技能,每个技能都有着自己的等级。最常见的工艺技能为炼金术(alchemy),打造护甲(armor),器具编织(baskets),书籍装订(books),弓矢制作(bows),书法艺术(calligraphy),木器制作(carpentry),纺织布匹(cloth),裁剪衣物(clothing),吹制玻璃(glass),珠宝加工(jewelry),鞣制皮革(leather),设计锁具(locks),绘画艺术(paintings),烧制陶器(pottery),制作雕塑(sculptures),修建船只(ships),制作鞋履(shoes),石工技术(stonemasonry),布设陷阱(traps)和锻造武器(weapons)。
单个工艺技能会专注制作某种特定物品。若努力工作的结果并非制作出产品,那么它可能应该归类到专业技能栏下。

检定(Check):你能够用自己的手艺谋生,每日获得等同于检定结果数量的银币(silver pieces)。你明白如何使用交易所需的工具、如何执行工艺的日常工作、怎样监管未经训练的帮手以及常规问题的处理方式(未经训练的工人和助手每日的平均收入为1银币)。

工艺技能的基础功能是制作一件对应种类的物品。大多数由工艺技能制作的物品都可以归类到几个混合的大类之中。其他物品则按照基于CR的制作DC(比如陷阱)或者用于避免或减弱物品效果的强韧豁免(比如毒素)进行分类。
在制作一件物品之前,你必须具有工具和合适的工坊或场地。即便你手头没有工匠工具(artisan tools),仍旧能够尝试工艺检定,不过当你在没有此类工具或者简易工具(improvised tools)的时候尝试检定,会使检定承受-2减值。若你具有精制品工匠工具(masterwork artisan tools),则会在技能检定中获得+2环境加值。
当你找到了合适的场所进行制作,而且手头又有工具的话,接下来必须获取原材料,原材料的价值为你想要制作的那件物品的价格(cost)的四分之一。在集齐了必要的工具、材料和工作场所之后,便可以每日尝试一次适当DC的工艺检定。若成功,你便会完成一定的工作进度,具体代表进度的银币(silver piece)或金币(gold piece)数值则在表格:工艺DC与进度价值中每日基础进度的那一列中列出。若你的检定结果至少比DC高出5点,那么你的进度翻倍。若检定结果至少比DC高出10点,你的进度翻三倍。若检定结果至少比DC高出15点,那么进度翻四倍。当你的总进度和物品的价格相等时,便制作完成了。任何余下的进度可以留给一件类似的物品;否则这些多余的进度便会被浪费掉。
若你的检定失败,那么这天便没有得到任何进度。若你的检定失败5点或更多,那么你会浪费掉一定量的原材料,数额与物品的每日基础进度相同,至多为原材料的最高最初价格(maximum of initial cost)。在你继续制作物品之前,必须先补充好被浪费掉的原材料。

搁置工作(Setting Aside Crafting Items):只要你能够在保险和安全的地方存储一件物品,便能够搁置一件已经开始制作的物品,并可以在工作受到少量影响或不受影响的前提下返回并继续工作。你的GM可以决定这么做是否可行,特别是在制作炼金物品或者其他不易保存的物品的时候。

制作精制品和特殊材料的物品(Crafting Masterwork and Special Material Items):当你制作一件精制品(masterwork)物品或者一件由特殊材料(special material)构成的物品时,它的制作难度提升1阶。例如,长剑(其制作难度为普通)的精制品版本被视为一件复杂物品(DC 20;每日基础进度为4gp)。如果由特殊材料构成的物品同时被视为精制品的话(比如精金护甲和武器),物品的制作难度则会上升2阶。

修理物品(Repairing Items):你能够使用适当的工艺技能维修对应类型的物品。修理一件具有破损状态(broken condition)或者承受了伤害(或者两者皆有)的物品需要工具和工作场所,你必须支付相当于物品价格十分之一的原材料。修理一件物品与制作物品的DC相同,不过这么做所花费的时间则和物品的复杂程度相关。修理极其简单的物品仅需要1小时。简单和普通的物品需要1d4小时。复杂和繁复的物品需要1天,所有其他物品需要1d4天的时间才能修复。

表:工艺DC与进度价值(Crafting DCs and Progress Values)
制作难度工艺DC每日基础进度
极其简单(Extremely simple)DC 55sp
简单(Simple)DC 101gp
普通(Normal)DC 152gp
复杂(Complex)DC 204gp
繁复(Intricate)DC 258gp
非常繁复(Very intricate)DC 3016gp
极其繁复(Extremely intricate)      DC 3532gp
毒素(Poisons)DC = 毒素的强韧DC32gp
陷阱(Traps)DC基于复杂程度,见后文      32gp

物品制作难度(Item Crafting Difficulties)
后文按照物品的制作难度以及物品自身所属于的类型进行了分类。物品被分为了几个综合类别。炼金物品(Alchemical items)和毒素(poisons)需要工艺(炼金术)。护甲(Armor)和盾牌(shields)需要工艺(打造护甲)。武器需要工艺(锻造武器)制作近战武器(melee weapons)、投掷武器(thrown weapons)、非攻城兵器的火器(nonsiege firearms)、弩(crossbows)或弩矢(crossbow bolts);工艺(弓矢制作)制作弓(bows)和箭矢(arrows);工艺(炼金术)制作火器弹药(firearm ammunition);工艺(攻城兵器)制作所有形式的攻城兵器(siege engines)。对于制作寻常物品的工艺技能来说,则按照被做出的产品进行判定,最常见的有器具编织(baskets),书籍装订(books),书法艺术(calligraphy),木器制作(carpentry),纺织布匹(cloth),裁剪衣物(clothing),吹制玻璃(glass),珠宝加工(jewelry),鞣制皮革(leather),设计锁具(locks),绘画艺术(paintings),烧制陶器(pottery),制作雕塑(sculptures),制作鞋履(shoes)和石工技术(stonemasonry)。对于制造载具来说,大多数陆上载具需要工艺(木器制作),海运船只(seaborne vessels)和飞空船(airships)需要工艺(修建船只),蒸汽巨人(steam giants)和炼金龙(alchemical dragons)需要工艺(炼金术)。制造陷阱需要工艺(布设陷阱)。
【译注:后述内容中有许多物品标注了出处。为了格式简洁,极限宝具(Ultimate Equipment)简写为UE,极限战斗(Ultimate Combat)简写为UC。】

极其简单(DC 5)
Extremely Simple (DC 5)
炼金物品(Alchemical Items):石膏(Casting plaster;UE 103)。
寻常物品(Mundane Items):木汤匙(wooden spoons)这样十分简单的物品,其他雕琢而成的单件物品(other carved one-piece items)。
武器(Weapons):人工加工的木棒(clubs)、木棍(quarterstaffs)、投石索(slings)。

简单(DC 10)
Simple (DC 10)
炼金物品(Alchemical Items):感光板(Light detector;UE 103)。
护甲(Armor):轻型盔甲(Light armor),木制盾牌(wooden shields)。
寻常物品(Mundane Items):典型的居家用品,比如铁壶(iron pots)。
载具(Vehicles):二轮马车(Cart;UC 181),木筏(Raft)。
武器(Weapons):弩(crossbows)以外的简易武器(Simple weapons)。

普通(DC 15)
Normal (DC 15)
炼金物品(Alchemical Items):强酸(Acid),炼金混凝土(alchemical cement;UE 102),炼金油膏(alchemical grease;UE 100),护甲润滑油(armor ointment;UE 102),护刃脂(bladeguard;UE 100),浮球(buoyant balloon;UE 102),冷霜(chill cream;UE 103),闪光墨水(glowing ink;UE 104),简易隐形墨水(invisible ink, simple;UE 104),煤油(keros oil;UE 108),水刃(liquid blade;UE 108),彩弹(marker dye;UE 104),舒缓糖浆(soothe syrup;UE 101),净水芯片(water purification sponge;UE 105)。
护甲(Armor):中型盔甲(Medium armor),钢制盾牌(steel shields)。
寻常物品(Mundane Items):大多数冒险装备(adventuring gear)。
载具(Vehicles):轻型战车(Chariot, light;UC 181),中型战车(chariot, medium;UC 181),重型战车(chariot, heavy;UC 182),划艇(rowboat;UC 185),雪橇车(sleigh;UC 182),轻型货车(wagon, light;UC 183),中型货车(wagon, medium;UC 183),重型货车(wagon, heavy;UC 184)。
武器(Weapons):军用武器(Martial weapons)和弩(crossbows)。

复杂(DC 20)
Complex (DC 20)
炼金物品(Alchemical Items):炼金胶催化剂(Alchemical glue;UE 102),炼金解胶剂(alchemical solvent;UE 102),炽火胶(alchemist’s fire),炼金师的恩惠(alchemist’s kindness;UE 100),(alkali flask;UE 106),强碱瓶(blackfire clay;UE 102),烛光杖(candlerod;UE 102),闪光粉(flash powder;UE 106),发泡胶(foaming powder;UE 103),妖鬼之触(ghast retch flask;UE 107),软垫剂(impact foam;UE 104),一般隐形墨水(invisible ink, average;UE 104),精制隐形墨水(invisible ink, good;UE 104),冥思茶(meditation tea;UE 100),卤盐(nushadir;UE 104),纸蜡烛焰火(paper candle firework;UE 108),遮味剂(scent cloak;UE 105),凝胶碎片(shard gel;UE 108),烟玉(smoke pellet;UE 105),发烟棒(smokestick),星烛焰火(star candle firework;UE 109),火柴(tinder twig),驱虫剂(vermin repellent;UE 101),寒铁武器涂层(weapon blanch, cold iron;UE 105),银武器涂层(weapon blanch, silver;UE 105),铋柳(wismuth salix;UE 101)。
护甲(Armor):重型护甲(Heavy armor)。
寻常物品(Mundane Items):珠宝(Jewelry),工具包(kits),锁(locks),复杂的冒险装备(complicated adventuring gear)。
陷阱(Traps):所有CR为1 - 5的陷阱。
载具(Vehicles):四轮马车(Carriage;UC 181),滑翔翼(glider;UC 187),龙骨船(keelboat;UC 184),长船(longship;UC 185)。
武器(Weapons):早期火器弹药(Early firearm ammunition),早期单手火器(early one-handed firearms),早期双手火器(early two-handed firearms),异种武器(exotic weapons)。

繁复(DC 25)
Intricate (DC 25)
炼金物品(Alchemical Items):炼金胶催化剂(Alchemical glue accelerant;UE 102),抗生素(antiplague;UE 100),抗毒剂(antitoxin),止血剂(bloodblock;UE 102),瓶装闪电(bottled lightning;UE 106),爆裂罐(burst jar;UE 106),除草剂(defoliant;UE 103),防腐剂(embalming fluid;UE 103),防火胶(fire ward gel;UE 100),抗冻胶(frost ward gel;UE 100),引信手榴弹(fuse grenade;UE 107),高级隐形墨水(invisible ink, superior;UE 104),发痒粉(itching powder;UE 108),冻结剂(liquid ice;UE 108),修复膏(mending paste;UE 104),(padzahr;UE 100),婆娑石(pellet grenade;UE 108),飞天火箭焰火(skyrocket firework;UE 109),嗅盐(smelling salts;UE 101),喷嚏粉(sneezing powder;UE 109),星泉焰火(starfountain firework;UE 109),日光杖(sunrod),绊足包(tanglefoot bag),爆雷石(thunderstone),抽搐药(twitch tonic;UE 101),精金武器涂层(weapon blanch, adamantine;UE 105)。
寻常物品(Mundane Items):钟表(Clocks),其他结构繁杂的物品(other intricate items)。
陷阱(Traps):所有CR为6 - 10的陷阱。
载具(Vehicles):三桅帆船(Galley;UC 184),帆船(sailing ship;UC 185),战舰(warship;UC 185)。
武器(Weapons):近代火器弹药(Advanced firearm ammunition),近代火器(advanced firearms),非炼金术和非火器类攻城兵器(nonalchemical and nonfirearm siege weapons)。

非常繁复(DC 30)
Very Intricate (DC 30)
炼金物品(Alchemical Items):鬼舞者焰火(Banshee ballerina firework;UE 106),火焰喷泉(flame fountain firework;UE 106),锈蚀粉(rusting powder;UE 104),灵魂刺激剂(soul stimulant;UE 101),炽火绊足包(tangleburn bag;UE 109),巨魔油(troll oil;UE 101)。
陷阱(Traps):所有CR为11 - 15的陷阱。
载具(Vehicles):飞空船(Airship;UC 187)。
武器(Weapons):炼金术攻城兵器(Alchemical siege engines),攻城火炮(siege firearms)。

极其繁复(DC 35)
Extremely Intricate (DC 35)
陷阱(Traps):所有CR为16或更高的陷阱。
载具(Vehicles):炼金龙(Alchemical dragon;UC 187),蒸汽巨人(steam giant;UC 183)。



管理助手(Supervising Helpers)
在两个版本的技能描述中,都允许你管理未受训的助手。一名未受训的助手并没有工艺技能等级,不过他们仍旧可以在使用工艺技能制作物品的过程中尝试帮助你。这么做首先要向未受训的助手支付1sp的日薪或者7sp来换取一周的工作。你所雇佣的每名未受训的工人都能够以+0的加值(这个加值是假设他们的智力均为10或11,并且没有在合适的工艺技能中投入技能点)对你的工艺检定进行协助他人检定。通常来说,你最多只能雇佣2名助手来帮助你制作小的或者相对简单的物品(比如冒险装备、炼金物品、护甲、毒素和武器),但是对于较大的和复杂的物品来说(比如攻城兵器和载具),你能够雇至多10名未受训的助手帮助你。
若你的GM允许的话,你也能够雇佣和管理受训的助手。这些助手在合适的工艺技能等级,而且有更高的概率在你的制作过程中提供帮助。表:受训的助手能够提供相关的信息,比如雇佣他们的开销、这些助手在合适的工艺技能上所具有的等级、工艺检定中的加值和此类助手能够在多大规模的定居点内找到。你所雇佣的助手在合适的工艺技能中投入的技能点必须要比你本人投入的低;比你投入更多技能点的受训助手不屑于在你手下工作。

表:受训的助手(Trained Laborers)
工艺等级      工艺加值      日薪周薪定居点规模
1+43sp2gp,1sp村落(Hamlet)
2+54sp2gp,8sp村镇(Village)
3+66sp4gp,2sp小城镇(Small town)
4+78sp5gp,6sp大城镇(Large town)
5+81gp7gp小城市(Small city)
6+91gp,5sp      10gp,5sp      大城市(Large city)
7+102gp14gp都会(Metropolis)



工作场地(Workspace)
在制作物品时,你需要工具和合适的工作场地。所谓合适的工作场地通常随情况不同而有所改变。在战场上修理武器或盔甲需要的仅仅是一片相对安静和开阔的空间,制造一套全身甲则需要工坊和锻炉。通常来说,普通或更复杂的物品需要某种类型的工坊,但是在一定的情境下,GM也可以规定某些物品能够在战场上进行制作。炼金物品和毒素不包含在上述准则之中,这是因为这些物品的自身性质使其能够比较容易地在战场上被合成出来,尤其是制作者在使用炼金师工作台(alchemist’s lab;UE 76)的情况下。

优质的工作场地(Masterwork Workspaces):宽敞且设备齐全的工作场地可以很好地帮助物品制作者,这一效果在你雇佣受训和未受训的助手时尤为突出。优质的工作场地会让受训和未受训的助手在对你的工艺检定进行协助他人时,获得+2环境加值。此外,如果受训或未受训的助手成功进行协助他人的检定,并且结果比DC高出5点或更多的话,该名助手便能够为你的检定提供+3加值以取代正常的+2加值。在制作相对较小的物品(比如大多数冒险装备、炼金物品、护甲、毒素和武器)时,租用优质的工作场地通常每日会花费5gp,而制作较大的物品(比如攻城兵器和载具)时,此类场地的租金为每日20gp。



特殊原料(Special Raw Materials)
要开始制作物品,首先需要一定量的原材料。通常来说,这些原材料是制作物品所需的某种贸易品。就拿制作一件链甲(Chainmail)来说,这需要价值37金币5银币的钢材(这里假设你所使用的是上文中提供的工艺技能)。但并非所有原材料都是如此——有些原材料更适合拿来造物。这些材料被称为特殊原料(special raw materials)。
与普通的原材料不同,特殊原料具有价格(cost)和造物价值(crafting cost)。价格是特殊原料在被买卖时的标价。特殊原料和其他的贸易品一样,也属于贸易品的一种,可以以相同的价格买卖特殊原料。造物价值是造物时,用来判断特殊材料的金币数额时使用的数值。举例说明,无暇钢材(flawless steel)的价格为每磅8gp,它的造物价值为每磅4gp。因此,买卖无暇钢材时的价格为每磅8gp,但是在作为造物的材料时,每磅无暇钢材仅被认为具有4gp的价值。
尽管可以买卖特殊材料,不过处理它们的最佳方式还是作为宝藏分发给玩家。作为GM,如果队伍中有玩家在工艺技能上投入了技能点数,便可以考虑偶尔用这些特殊的贸易品代替钱币奖励。
特殊原料的造物价值总是其实际价格的一半。在使用上文中提及的替换工艺技能规则,并且利用特殊原料进行造物时,这些特殊原料还具有特殊的性质。特殊原料只能具有后述特殊性质中的一种。

易加工原材料(Easily Worked Raw Materials):此类原料可以轻松地加快造物速度。在使用此类原料时,物品的每日基础进度翻倍。举例说明,若你使用易加工钢材(easily worked steel)制作一套链甲(chainmail),那么你的每日基础进度为4gp,而非原本的2gp。

无瑕疵原材料(Flawless Raw Materials):此类原料是如此地完整,因此可以用来轻松地造出高品质的物品。在使用此类原料制作精制品(masterwork)或特定材料(specialmaterial)的物品时,制作难度不会增加。举例说明,若你只用无瑕疵钢材(flawless steel)制作精制品链甲,那么它的工艺检定DC仍旧是普通(Normal;DC 15),而非变为复杂(Complex;DC 20)。

高韧度原材料(Malleable Raw Materials):相比同一种类的其他类型原料,此类原料能够承受制造过程中产生的种种错误和误差。若你在使用高韧度原料进行工艺检定,而且检定失败至少5点或更多时,能够保留一定数量的原料免遭浪费,其数量相当于物品的每日基础进度。

高纯度原材料(Pure Raw Materials):此类原料使得造物变得更加简单。在使用此类材料时,你能够在尝试工艺检定时投掷两次并取较好的结果。

表:特殊原料价格(Special Raw Mterial Costs)
特殊原料(1磅)      原文名称易加工      无瑕疵      高韧度高纯度
精金Adamantine600gp600gp375gp450gp
炼银Alchemical silver20gp20gp12gp, 5sp15gp
天使缎Angelskin200gp200gp125gp150gp
血结晶Blood crystal80gp80gp50gp60gp
骨头Bone2gp2gp1gp, 2sp, 5cp1gp, 5sp
青铜Bronze10gp10gp6gp, 2sp, 5cp7gp, 5sp
布匹Cloth8gp8gp5gp6gp
寒铁Cold iron100gp100gp62gp, 5sp75gp
暗叶布Darkleaf cloth20gp20gp12gp, 5sp15gp
黒木Darkwood20gp20gp12gp, 5sp15gp
龙革Dragonhide100gp100gp62gp, 5sp75gp
电鳗革Eel hide250gp250gp156gp, 2sp, 5cp      187gp, 5sp
净土青钢Elysian bronze400gp400gp250gp300gp
火纹钢Fire-forged steel300gp300gp187gp, 5sp225gp
冰纹钢Frost-forged steel      300gp300gp187gp, 5sp225gp
黄金Gold100gp100gp62gp, 5sp75gp
绿木Greenwood100gp100gp62gp, 5sp75gp
狮鹫鬃Griffon mane80gp80gp50gp60gp
皮革Leather6gp6gp3gp, 7sp, 5cp4gp, 5sp
活钢Living steel200gp200gp125gp150gp
秘银Mithral800gp800gp500gp600gp
黑曜石Obsidian6gp6gp3gp, 7sp, 5cp4gp, 5sp
钢材Steel8gp8gp5gp6gp
石头Stone6gp6gp3gp, 7sp, 5cp4gp, 5sp
毒琉璃Viridium400gp400gp250gp300gp
扭木Whipwood300gp300gp187gp, 5sp225gp
木材Wood2gp2gp1gp, 2sp, 5cp1gp, 5sp
汲魂之茎Wyroot400gp400gp250gp300gp





专业(Professions)
关于专业技能的规则刊载在核心手册(Core Rulebook)的103页,不过那部分内容提及的也就是以抽象方式赚些小钱而已,对于为战役内容提供一些醍醐味来说毫无助益。本节内容提供了一种替换规则,它扩充了专业规则,并且使得使用专业更加简明而有趣。



专业替换规则(Alternate Profession Rules)
核心手册中的专业技能已经完美地应对大多数战役中的需要,因为游戏中很少有机会把专业放在较为有意义的位置。这些规则主要用于呈现角色花费整周时间所进行的工作(若进行整周的工作比单独工作一天对玩家角色来说更加可取的话),对于如何在考虑环境的情况下调整基础检定、角色扮演的机会等内容少有提及。举例说明:在Pathfinder角色扮演游戏中,各行各业都有两种主要的经营模式。一种是在某个固定场所设立营业地点,而另一种则是随着旅行在多个地点提供服务和经营自己的行业。这些模式在几乎每个行业领域中都是可行的,不过各有利弊。核心手册中的专业规则不会就此方面进行考虑。
诚然,你可以选择完全通过扮演来建立并发展自己的事业,将玩家故事中的绝大部分经营决策与操作具体化,并随着进程制定适当的专业检定。作为一种选择,如果你不愿意研究繁复的创业过程和对账运营的过程,则可以假定你有足够的机遇向路人兜售货物或服务。而这么做能够让你每天赚得相当于检定结果数量的银币。不管怎样,如果你想要一种系统可以较为简便地做生意,又可以在使用专业技能时提供更多的选择和选项的话,那么后文中提供的规则便会显得更合适一些。
在使用这种替换规则时,使用本节中的专业技能以取代核心手册中的版本。

专业(感知;需要受训)
Profession (Wisdom; Trained Only)
你擅长某种特定的工作。就像工艺、知识和表演一样,专业也被分为许多个不同的技能。你可以具有多个专业技能,每个专业都有着自己的技能等级。工艺技能代表着制作物品的能力,而专业技能则代表着在某种行业中的才能,这些行业需要范围广泛却又不那么具体的知识。最常见的专业技能为建筑师(architect),烘焙师(baker),律师(barrister),酿酒师(brewer),屠夫(butcher),文员(clerk),厨师(cook),公关(courtesan),车夫(driver),工程师(engineer),农夫(farmer),渔夫(fisherman),赌徒(gambler),园丁(gardener),采药人(herbalist),旅馆老板(innkeeper),图书管理员(librarian),商人(merchant),助产士(midwife),碾磨工(miller),矿工(miner),搬运工(porter),水手(sailor),抄写员(scribe),牧人(shepherd),马厩老板(stable master),士兵(soldier),制革工(tanner),猎人(trapper)和樵夫(woodcutter)。

检定(Check):你知道怎么使用营生用的工具、如何进行每日的工作、如何管理下属以及如何处理常见的问题。你还能够回答与你的专业相关的问题。基础问题的DC为10,而更为复杂的问题的DC则为15或更高。



开设店铺(Setting Up Shop)
专业技能的功能是让你能够顺利开展某种适当类型的生意。大多数专业都可以在固定场所(比如一间店面或者办公室)或者随着旅行开展业务。经营的规模可以非常小,比如要求很低的帮工或者在需要很多劳动力的大型企业中工作。表格:经营规模与相关设置(Business Size and Setup)中列出了经营规模(size of the business)、经营所需的最高和最低雇员数量、开业所需要的时间(寻找并买下经营所需要的店面和设备、雇佣雇员、翻新和修复房产、申请和购买各种许可证、进行宣传等等事务)、开业或扩大规模的花销、以及能够获得的利润数额。

表:经营规模与相关设置(Business Size and Setup)
经营
规模
劳动力     
  系数
    最低     
雇员数量     
    最高
雇员数量     
准备
时间     
开业/扩张     
    费用
    每月
利润系数
行商0021天1gp/技能等级5
小型-2241周100gp/技能等级10
中型-55102周1000gp/技能等级100
大型      -1010201月5000gp/技能等级      1000

劳动力系数(Labor Factor):此项数值表示经营生意时的最低劳动“开销(cost)”。它作为判断利润数额时专业技能承受的罚值,代表着账上为了维持相应的经营规模所必须雇佣的各种工人、助手、专家和学徒工。通常情况下,你的生意的最大雇员数量为2 x 基础劳动力系数的正值(对于行商的模式来说,最多为2名雇员),但是你所雇佣的雇员数量每比最低雇员数量多1名,劳动力系数带来的减值便会增加1点。

最低雇员数量(Minimum Employees):此项为经营生意所需要的最低雇员数量。

最高雇员数量(Maximum Employees):此项为经营生意所能维持的最高雇员数量。

开业/扩张费用(Initial/Upgrade Costs):此项列出的数值为开业(对于行商或小型规模的生意来说)或扩大经营规模(从小型扩张为中型,或者从中型扩张为大型)时所需要支付的数额。这个价格要和你在对应专业技能上投入的技能点数相乘,这反应了在最大限度地发挥你的能力,并且以最有效的方式经营相应规模的生意的同时,所需要的工具、设备、装潢、宣传的品质和程度。若你的技能等级提高了,则必须支付与技能等级提升相应的成本提升,如此才可以获得更高技能等级的检定带来的利润收益——否则,所有用来判断利润的检定都按照你所支付的最高技能等级所对应的开销计算。若你支付上述花销的1.25倍,便会按照最高的配置开始经营,具有最好的设备、工具和家具。这样的工作环境能够为你在所有相关的专业检定(包括判断利润多少的检定)上提供+2环境加值。

每月利润系数(Monthly Profits Factor):此项数值用于计算在扣除货物、日常开支以及雇员的工资后得到的净利润。

行商(Mobile Business):你以流动型的模式经营着自己的生意,这可以是某个城市或小镇中的一个路边摊(比如在集市上找块地方铺条毯子并在上面展示自己的商品,或者用手推车或马车拉着商品向着居民兜售),可以是在多个社区间来回移动的业者,或者也可以是实际上牵涉到向别处移动的行业(比如士兵、商人等等)。

小型规模(Small Business):你经营的是一家小店,这通常会是一栋建中中的数个店铺之一。小型规模的生意所面向的群体可以小到一个村落的居民,或者是大城市中一条街道上的邻里。

中型规模(Medium Business):你所经营的可以是占据一间独栋建筑的大型商店,也可以是多个较小的店面(每个店面都视同为小型规模)。中型规模所面向的通常是一个小城镇或规模更大的社区。

大型规模(Large Business):你所经营的生意规模庞大,它可以是在一座小城市或更大定居点内的多个中型规模的店面,也可以视为多个任意规模的店面,分布在数个小城镇或更大的社区中。



经营生意(Running The Business)
使用专业技能营生需要耗费大量的时间,就这点来说,大多数英雄都不会持续地主动参与事务。而那些开展长期业务的人,也通常都会把这些日复一日的工作交给下属,以便让自己能够继续进行冒险事业。你能够雇佣和管理受训的助手或学徒来帮你管理生意的事务。每有一名帮你经营生意的助手或学徒,都能够让你主动参与事务所需要的时间降低25%。因此,当你有一名助手的时候,可以花75%的时间工作,余下的时间便可以自由使用了。有两名助手,便可以把时间平均分担给经营生意和其他事情,以此类推,最多雇四名助手,它们能够完全控制生意的各方面并为了你的利益而运作它。你能够选择把每天、每周或每月的时间分为工作或自由时间。在判断利润时,你所添加的每名助手都会让你在技能检定上承受减值,该减值等同于与经营规模相适应的劳动力系数。详见表:经营规模与相关设置。
找到业务熟练的雇员要花费很多时间。对于每名雇员来说,你都必须花费1d4天 x 她在相应的专业技能上具有的技能点数的时间来寻找和进行培训。你只能雇佣在相应的专业技能中投入的技能点至少达到你的一半的熟练工,而且他在技能上所投入的技能点不能比你多;比你投入更多技能点的熟练工不屑于在你手下工作。



判断利润(Determining Profits)
要计算出你在生意中赚得的利润,首先要尝试一次相应专业技能的技能检定,按照表:经营规模与相关设置中的劳动力系数(Labor Factor)一栏承受相应的减值。若你的雇佣了额外的雇员,那么请记住,每名雇员会让劳动力系数提供的减值增加1点。将检定结果乘以表格中的每月利润系数(Monthly Profits Factor),以此来判断每月净利润的金币数额。
举例说明:若你在经营一家小型商行,专业(商人)的技能调整值为+9点,而且你雇佣了两名额外助手(在最低限度的2名雇员之外)来帮你在外出冒险时打点生意,那么你的检定调整值为9(专业技能加值)- 2(劳动力系数)- 2(额外助手)= 5。若你的检定掷出9,那么结果为14点,之后再将结果乘以10(小型规模的生意的每月利润系数),来得出你在当月得到的净利润为140gp。若你选择亲自处理生意上的事务,不用额外助手来帮忙,那么你的利润就是160gp,而这么做的结果就是你被这些事情拴在店里,没办法用半个月的时间来外出冒险。

【译注:此节的范例和前面的描述相矛盾……我在下面有贴原文,有能人能查出我是哪里翻译错了、理解有误或者PAIZO有F&Q什么的……请回帖/PM指点……】



范例行业(Typical Business Setups)
后文中列出的均为在Pathfinder角色扮演游戏里具有的行业,同时还列出了关于一名角色如何以行商或开店的形式经营此类生意的简单描述。当然,其他专业也是存在的,专业的多样性仅受到角色想象力的限制。

建筑师(Architect):行商的建筑师十分罕见,他们通常在各个贵族间辗转旅行,为庄园和据点的建设提供建议。行商建筑师也可以在军事组织或者雇佣兵团中任职,训练士兵如何在战场中守卫建筑。在更常见的情况里,建筑师会在大城镇或者城市中开一间小型规模的店面,撰写并销售建筑设计图或者监管正在进行中的工程。

烘焙师(Baker):烘焙师能够在街上兜售货物(这些货品通常是在自家烹饪好的),大多数情况下是在集市的摊位或者拉车销售。在某些少见的情况下,享有名望的烘焙师会前往乡下,在较小的社区内提供烘焙食物,这种情况通常发生在节日或者其他庆典中(有时也是为了寻找学徒)。烘焙师可以开店销售各种各样的面包、蛋糕、糕点和派,也许还可以结合各种工艺(烘焙食品)技能进行检定。烘焙师也可以接受特殊菜单的定制服务,一般来说这种都是为了大型城镇中的富人制作。

律师(Barrister):律师可以按照固定的路线巡游,在乡村中参与小型社区的法律事务,有时也会应当地贵族的邀请而出行。不过大多数律师还是在固定的地区开业,与法庭协力履行法律上的职责。根据当地政府类型的不同,律师可能会是普通百姓的诉讼委托人,甚至可能在纠纷中成为法官和陪审员。

酿酒师(Brewer):行商模式的酿酒师一般都是自酿自卖,他们在家中酿酒,之后拉着推车或货车在当地的集市上销售饮料,有时也会在数个社区间巡游。较大规模的酿酒厂会在原料新鲜的乡间开店,之后运送到更大规模的城镇去,当然,他们也可能从别处买进原料,并在城郭下开店酿酒。

屠夫(Butcher):行商的屠夫会在数个规模很小的乡村之间做生意,购买牲畜、屠宰、然后在住所码放销售。大多数屠夫都会开肉店,销售从别处运来的鲜肉。规模更大的肉店生意一般会为需要肉食贵族或军队提供服务。

文员(Clerk):行商的文员虽然并不常见,但也不是不存在。他们频繁地来往于各个城镇,为神职人员、地方政府官员和小贵族的利益而准备书面文件。开店的文员趋向于为其他生意人提供账管服务,此外,他们还提供请柬、通告等印刷材料的创作服务。

厨师(Cook):行商的厨师一般出现在军事组织或商队之中,而那些想要定居下来的厨师则通常会经营餐厅或酒馆。有些厨师还会为宫廷制作美味的佳肴、或者给其他行业提供餐饮服务。

公关(Courtesan):行商的公关很罕见;他们多半都自称为话艺师或骗术师,这些人所展现的友谊只不过是某些计谋的一部分。大多数真正的公关要么出没于宫廷,要么在风月场所工作。具有本项专业技能的角色可以经营一家风月场所作为全职的工作。

车夫(Driver):就驾驶这项行业的本质而言,它需要不断进行旅行,因此大多数行商模式的车夫都会以个人的名义为军事组织或商队服务,驾驶货车、马车等等用动物拉行的载具。在固定地区工作的车夫可以为当地的商家运货、提供载人运输服务(就像出租车司机一样)、甚至可以承包整只商队的运输业务。此外,只要赞助者乐意,受雇的车夫还可以参加战车竞技比赛。

工程师(Engineer):工程师与建筑师在很多方面都是相同的。领导工兵队的佣兵队长通常会在这项专业上投入一些技能点数。

农夫(Farmer):行商的农夫担任着流动的劳力,他们在田地间来往,为了富有的农场主而采收作物。部分技能娴熟的农夫还会在社区之间来往,展示和兜售新型作物的种子或为作物诊断疾病。在其他情况下,农夫都会管理着一块地,种植作物并在城镇中兜售。

渔夫(Fisherman):渔夫必须在水域周边才能营生,然而其中一部分人也会进行行商,他们会带着将捕鱼视作运动的富裕客户进行捕鱼旅行,或者作为一名合同工在商业渔船上找到工作。想要在固定地区营生的渔夫会在港口管理小艇,或者为了更多的渔获而与船员一同驾船远航,之后船东会将渔获贩售给本地的酒馆、旅馆等商家。

赌徒(Gambler):为了谋生而独自旅行的赌徒通常会在耗尽当地人的好感和有人注意到她的手法时前往下一个地方。在较为少见的情况下,她们会被他人雇佣来教授赌博的技巧(对于不断尝试各种娱乐的贵族来说,这种服务尤为受到欢迎)。想在固定地区营生的赌徒通常会开设纸牌屋、赌马场或者赌场。

园丁(Gardener):行商的园丁会担任园艺设计师的工作,受雇种植和修整公园。有的园丁会开店,迎合城市或富裕贵族的需要,为其修建花园、树篱迷宫等等景观。他们的雇员会定期拜访客户以种植新的植物、修剪和培育已有的植被和树木、并且按照季节的变更预先修整花园。

采药人(Herbalist):行商的采药人会独自骑行或者驾驶一辆篷车,往返于能够采摘新鲜草药的地点,并将之晒干以便销售。而定居开店的采药人则会在乡间的小屋或者大城市的店铺中销售货品。最大规模的采药人生意会与很大范围的食品供应商和医院进行贸易,分别提供调味品和药物。

旅馆老板(Innkeeper):行商的旅店老板会受雇于经营困难的店铺,通过安排更好的娱乐项目、安保、食物和其他设施来帮助它们扭亏为盈。规模小至提供一餐一宿,大到军队营房,都算是经营旅馆的范畴。

图书管理员(Librarian):行商的图书管理员会横跨大陆,与各个社区中的人交易书籍(尤其是较为罕见的书),交易的对象要么是不具有图书馆的社区,要么只是单纯不能负担太多读物的个人。常设图书馆的范围也很广,小到专门处理某种主题的书籍的专门商店,大到代表着某个特定文明的巅峰时期的文化建筑。私人图书馆作为一门生意来经营的情况是十分罕见的,而且这种设施通常是为了迎合握有大量财富的客户而设立的。

商人(Merchant):行商的商人可以靠着骡子拉货,也可以和大型商队一同进行运输,几乎每个街角都有这些商人叫卖货物的身影。各类的商店会买卖所有你能想象得到的货物。最大规模的贸易联盟甚至可以管理着数以百计的篷车、店面和仓库。

助产士(Midwife):有的助产士会在社区间旅行,在所达之处帮助孕妇分娩婴儿。而在城镇中,她们会在专攻生育的神殿和医院中任职。

碾磨工(Miller):行商的碾磨工会携带着便携磨粉机在村镇间旅行,在几天或一周内设立店铺,在前往下一站之前研磨所在社区的谷物。研磨工若在乡间经营自己的生意,可以在靠近流动水源的地方开设磨坊,而城市地区中的大型磨坊甚至能够满足方圆数里内农场和商户的需求。

矿工(Miner):只要矿坑里能开采到矿石、石材或者珍贵的材料,矿工便能够找到工作。而单干的矿工则可以靠着挖掘地基和地下室过活、作为探矿者在荒野中搜寻宝石和淘金为生、或者成为军事组织的雇佣兵来修建防御工事和挖凿敌人的城墙。

搬运工(Pporter):搬运工的工作往往会在文明社会中展开,无论是将勘探和冒险装备搬向高海拔的边境小镇,还是在商人永远需要有力的臂膀装载、搬运和卸下货物的大城市中。单干的搬运工可以受雇于任何需要短期或长期帮助的人,而这一行业的人可以在任何规模的社区中经营运输和送货的事业。

水手(Sailor):单干的水手不会与任何特定的港口产生联系,他们只是受雇于需要帮手的船只。不过有组织的水手团体有时会集体在那些需要完整的水手班子的船只上做工。

抄写员(Scribe):单干的抄写员会在镇与镇间旅行,不单单提供写作服务,还贩卖上等的纸张、墨水、笔、卷轴盒与地图匣给客户。而较大规模的店铺则会提供全方位的抄录、翻译和修文服务,客户遍及村镇和城市的各个阶层。

牧人(Shepherd):单干的牧人会旅行去寻找需要有人照料羊群的地方,尤其是在剪羊毛和繁育的时节中。有经营头脑并且掌握技术的牧人可以经营牧场和羊毛加工设施,此外还可以结合屠夫的工作来处理肉食。

士兵(Soldier):士兵会前往战事发生的地区。单干的雇佣兵、守卫或者在船上任职的海兵都接受以金钱交换自身作战能力的服务。主管一只队伍或者军队的佣兵队长实际上就是经营庞大的生意。城市中向富有的贵族和商人提供护送和安保服务的佣兵组织的规模也可以发展得很大。

马厩老板(Stable master):任何懂马的人都能够作为马倌随着商队或军队旅行,而在规模较小的村镇中,马厩的生意可能是与旅馆或酒吧一同经营的。较大规模的马厩会提供包含购买、治疗、育种、贩卖和训练马匹的全方位服务。

制革工(Tanner):单干的制革工可以为彼此相邻的数个社区提供制革服务,小规模的店面则会同时提供制革服务和常见的成品销售。更大规模的工坊则会设立在城市周边可以集中处理大量牲畜的地区。

猎人(Trapper):单干的猎人可以抓捕足够的猎物并剥制皮革,在树木茂密或未开发的地区营生,小规模的猎人团体则可以建立贸易站,以便贩卖自己的商品或其他货物。较大规模的猎人团体则可以猎取大量的皮毛,装船并其售往世界各地。

樵夫(Woodcutter):单干的樵夫可以在各地漫游,每次砍伐足够的木材销售给小型社区。大规模的伐木组织可以在短时间内清空一片森林的所有树木,在经过处理后通过水道或马车运输木材——无论是整根的原木还是锯材——销往任何正在发展的地区。船坞也需要大量的木材,这使得它们能够成为很好的客户。



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Alternate Crafting and Profession RULES
While the Pathfinder Roleplaying Game takes place in a world of grand and heroic adventure, not every corner of the campaign setting is full of monsters and villains. Like the real world, it is home to common artisans, merchants, and tradespeople—those who spend their lives making and selling goods or performing specialized tasks that require particular knowledge. Many heroes have a humble start as apprentices or artisans before hearing the call to adventure. Some even keep up with their former crafts and talents and find ways to utilize their skills and knowledge while adventuring.

CRAFTING
There are two main ways to craft items in the Pathfinder RPG. One way is to create magic items via the various item creation feats. These rules often see more use by adventurers, as they produce powerful tools to help with exploration, treasure hunting, and the defeat of vicious monsters. The other method is to use the Craft skills to make items of mundane or alchemical nature. While the main rules for crafting with these skills can be found on page 91 of the Core Rulebook, this section presents alternatives and expansions to those crafting rules to make fashioning such items both easier and more engaging.

ALTERNATE CRAFTING RULES
While the rules for crafting in the Core Rulebook are perfectly suitable for the needs of most campaigns, they can sometimes be cumbersome to use. Those rules assume that a character spends a full week crafting an item. They also involve complex multiplication to determine the degree of success and speed with which the item can be crafted. Not only are these rules significantly different from those for other skill checks, but they can slow down play at the table and give rise to strange circumstances where it takes an unreasonably long time to create relatively simple items that happen to have a high gold piece cost. Furthermore, while the system features rules for attempting daily checks, these rules can be cumbersome for players.
The following system presents crafting rules that are a little easier to use, especially in conjunction with the downtime system presented in Chapter 2 of Pathfinder RPG Ultimate Campaign.
With this alternative system, use the following version of the Craft skill instead of the one presented in the Core Rulebook.

Craft (Int)
You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.
A Craft skill is specifically focused on creating something. If an endeavor does not result in a created product, it probably falls under the heading of a Profession skill.
Check: You can practice your trade and make a decent living, earning your check result in silver pieces per day. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)
The basic function of the Craft skill, however, is to make an item of the appropriate type. Most items created with a Craft skill fall into one of several broad categories of complexity. Others have Craft DCs based on CR (in the case of traps) or on the Fortitude saves required to avoid or minimize their effects (in the case of poisons).
Before crafting an item, you must have tools and an appropriate workshop or area. If you don’t have access to artisan tools, you can still attempt a Craft check, but you take a –2 penalty when attempting a check without such tools or with improvised tools. If you have masterwork artisan tools, you gain a +2 circumstance bonus on the skill check.
After you have a suitable area to craft and you’ve gathered your tools, you must then acquire raw materials whose value is equal to 1/4 the cost of the item or items you wish to craft. Given the necessary tools, materials, and workspace, you can attempt a Craft check of the appropriate DC each day. If you succeed, you make an amount of progress equal to the silver piece or gold piece value listed in the appropriate entry in the Base Progress per Day column of Table 2–4: Crafting DCs and Progress Values. If you exceed the DC by at least 5, your progress doubles. If you exceed the DC by at least 10, your progress triples, if you exceed it by at least 15, you quadruple your progress, and so on. When your total progress equals the cost of the item, that item is completed. Any remaining progress can be applied to a similar item; otherwise, all excess progress is lost.
If you fail the check, no progress is made that day. If you fail the check by 5 or more, you waste an amount of your raw materials equal to the item’s base progress per day, up to a maximum of the initial cost of the raw materials. Such wasted material must be replenished before you can continue crafting the item.
Setting Aside Crafting Items: As long as you can store an item in a secure and safe place, you can set aside an item that you began crafting and return to it again later with little or no effect. Your GM may rule that this is not possible, especially in the case of volatile alchemical items or perishable goods.
Crafting Masterwork and Special Material Items: When you’re crafting a masterwork item or an item made of a special material, its crafting difficulty increases by one step. For example, a longsword (which has a base difficulty of normal) is considered a complex item when crafted as a masterwork item (DC 20; 4 gp base progress per day). In the case of items crafted from special materials that also count as masterwork (such as adamantine armor and weapons), the complexity of the item increases by two steps.
Repairing Items: You can use the appropriate Craft skill to repair items of that type. Repairing an item with the broken condition or that has taken damage (or both) requires tools and a work area, and you must pay 1/10 the item’s cost in raw materials. Repairing an item has the same DC as crafting the item, but takes an amount of time based on the item’s complexity. Extremely simple items take an hour to repair. Simple and normal items take 1d4 hours to repair. Complex and intricate items take a day to repair, and all other items take 1d4 days to repair.

Item Crafting Difficulties
The following are the categories of crafting difficulties and the items within those categories. The items are split into general categories. Alchemical items and poisons require Craft (alchemy) checks. Armor and shields require Craft (armor) checks. Weapons require Craft (weapons) checks for melee weapons, thrown weapons, nonsiege firearms, crossbows, or crossbow bolts; Craft (bows) checks for bows or arrows; Craft (alchemy) checks for firearm ammunition; and Craft (siege engines) checks for all forms of siege engines. The Craft checks for mundane items depend on the item being crafted, with the most common ones being baskets, books, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, shoes, and stonemasonry. Crafting vehicles requires Craft (carpentry) for most land-based vehicles, Craft (ships) for seaborne vessels and airships, and Craft (alchemy) for alchemical dragons and steam giants. Crafting traps requires Craft (traps).

Extremely Simple (DC 5)
Alchemical Items: Casting plaster (Ultimate Equipment 103).
Mundane Items: Very simple items such as wooden spoons, other carved one-piece items.
Weapons: Manufactured clubs, quarterstaffs, slings.

Simple (DC 10)
Alchemical Items: Light detector (Ultimate Equipment 104).
Armor: Light armor, wooden shields.
Mundane Items: Typical household items such as iron pots.
Vehicles: Cart (Ultimate Combat 181), raft.
Weapons: Simple weapons (except crossbows).

Normal (DC 15)
Alchemical Items: Acid; alchemical cement (Ultimate Equipment 102); alchemical grease (Ultimate Equipment 100); armor ointment (Ultimate Equipment 102); bladeguard (Ultimate Equipment 100); buoyant balloon (Ultimate Equipment 102); chill cream (Ultimate Equipment 103); glowing ink (Ultimate Equipment 104); invisible ink, simple (Ultimate Equipment 104); keros oil (Ultimate Equipment 108); liquid blade (Ultimate Equipment 108); marker dye (Ultimate Equipment 104); soothe syrup (Ultimate Equipment 101); water purification sponge (Ultimate Equipment 105).
Armor: Medium armor, steel shields.
Mundane Items: Most adventuring gear.
Vehicles: Chariot, light (Ultimate Combat 181); chariot, medium (Ultimate Combat 181); chariot, heavy (Ultimate Combat 182); rowboat (Ultimate Combat 185); sleigh (Ultimate Combat 182); wagon, light (Ultimate Combat 183); wagon, medium (Ultimate Combat 183); wagon, heavy (Ultimate Combat 184).
Weapons: Martial weapons and crossbows.

Complex (DC 20)
Alchemical Items: Alchemical glue (Ultimate Equipment 102); alchemical solvent (Ultimate Equipment 102); alchemist’s fire; alchemist’s kindness (Ultimate Equipment 100); alkali flask (Ultimate Equipment 106); blackfire clay (Ultimate Equipment 102); candlerod (Ultimate Equipment 102); f lash powder (Ultimate Equipment 106); foaming powder (Ultimate Equipment 103); ghast retch f lask (Ultimate Equipment 107); impact foam (Ultimate Equipment 104); invisible ink, average (Ultimate Equipment 104); invisible ink, good (Ultimate Equipment 104); meditation tea (Ultimate Equipment 100); nushadir (Ultimate Equipment 104); paper candle firework (Ultimate Equipment 108); scent cloak (Ultimate Equipment 105); shard gel (Ultimate Equipment 108); smoke pellet (Ultimate Equipment 105); smokestick; star candle firework (Ultimate Equipment 109); tindertwig; vermin repellent (Ultimate Equipment 101); weapon blanch, cold iron (Ultimate Equipment 105); weapon blanch, silver (Ultimate Equipment 105); wismuth salix (Ultimate Equipment 101).
Armor: Heavy armor.
Mundane Items: Jewelry, kits, locks, complicated adventuring gear.
Traps: All traps CR 1–5.
Vehicles: Carriage (Ultimate Combat 181), glider (Ultimate Combat 187), keelboat (Ultimate Combat 184), longship (Ultimate Combat 185).
Weapons: Early firearm ammunition, early one-handed firearms, early two-handed firearms, exotic weapons.

Intricate (DC 25)
Alchemical Items: Alchemical glue accelerant (Ultimate Equipment 102); antiplague (Ultimate Equipment 100); antitoxin; bloodblock (Ultimate Equipment 102); bottled lightning (Ultimate Equipment 106); burst jar (Ultimate Equipment 106); defoliant (Ultimate Equipment 103); embalming f luid (Ultimate Equipment 103); fire ward gel (Ultimate Equipment 100); frost ward gel (Ultimate Equipment 100); fuse grenade (Ultimate Equipment 107); invisible ink, superior (Ultimate Equipment 104); itching powder (Ultimate Equipment 108); liquid ice (Ultimate Equipment 108); mending paste (Ultimate Equipment 104); padzahr (Ultimate Equipment 100); pellet grenade (Ultimate Equipment 108); skyrocket firework (Ultimate Equipment 109); smelling salts (Ultimate Equipment 101); sneezing powder (Ultimate Equipment 109); starfountain firework (Ultimate Equipment 109); sunrod; tanglefoot bag; thunderstone; twitch tonic (Ultimate Equipment 101); weapon blanch, adamantine (Ultimate Equipment 105).
Mundane Items: Clocks, other intricate items.
Traps: All traps CR 6–10.
Vehicles: Galley (Ultimate Combat 184), sailing ship (Ultimate Combat 185), warship (Ultimate Combat 185).
Weapons: Advanced firearm ammunition, advanced firearms, nonalchemical and nonfirearm siege weapons.

Very Intricate (DC 30)
Alchemical Items: Banshee ballerina firework (Ultimate Equipment 106), f lame fountain firework (Ultimate Equipment 106), rusting powder (Ultimate Equipment 104), soul stimulant (Ultimate Equipment 101), tangleburn bag (Ultimate Equipment 109), troll oil (Ultimate Equipment 101).
Traps: All traps CR 11–15.
Vehicles: Airship (Ultimate Combat 187).
Weapons: Alchemical siege engines, siege firearms.

Extremely Intricate (DC 35)
Traps: All traps CR 16+.
Vehicles: Alchemical dragon (Ultimate Combat 187), steam giant (Ultimate Combat 183).

SUPERVISING HELPERS
As stated in both versions of the skill, Craft allows you to supervise untrained laborers. An untrained laborer has no ranks in Craft, but can attempt to aid in the process of creating items with the Craft skill. This is done by first paying the untrained laborer either 1 sp per day or 7 sp for a week’s worth of work. Each untrained worker you hire can attempt to aid another on your Craft check with a +0 bonus (assuming an Intelligence score of 10 or 11 and no ranks in the appropriate Craft skill). Typically, you can hire no more than two artisans to help you craft most small or relatively simple items (such as adventuring gear, alchemical items, armor, poisons, and weapons), but for large and complex items (such as siege engines and vehicles), you can hire as many as 10 untrained laborers to assist you.
If your GM allows it, you can also hire and supervise trained laborers. These laborers have ranks in the appropriate Craft skill and have a greater chance to aid you in your crafting endeavors. Table 2–5: Trained Laborers gives the details on such trained laborers, how much they cost, the number of ranks they have in the appropriate Craft check, the bonus on their Craft checks, and the typical size of the settlement in which they are found. You can hire only trained laborers who have fewer ranks in the appropriate Craft than you have; a trained laborer with more ranks than you will not deign to assist you.

WORKSPACE
When crafting items, you need tools and an appropriate workspace. What constitutes an appropriate workspace is often situational. Repairing weapons or armor in the field requires only a relatively quiet and clear area, while crafting a suit of full plate requires a workshop and a forge. Typically, items of normal or greater complexity require a workshop of some sort, but under certain circumstances, the GM can rule that such items can be created in the field. Alchemical items and poisons are exceptions to these guidelines, as their compact nature makes them easier to craft in the field, especially with the help of an alchemist’s lab (Ultimate Equipment 76).
Masterwork Workspaces: Large, well-stocked workspaces can also aid in the crafting of items, particularly when you use trained and untrained labor. These masterwork workspaces grant trained and untrained laborers a +2 circumstance bonus on checks to aid another when they aid your Craft check. Furthermore, if a trained or untrained laborer succeeds at the check to aid another by 5 or more, that laborer grants you a +3 bonus on your check instead of the normal +2. It typically costs 5 gp per day to rent a masterwork workspace for crafting relatively small items (such as most adventuring gear, alchemical items, armor, poisons, and weapons) and 20 gp per day to rent a masterwork workspace for creating larger items (such as siege engines and vehicles).

SPECIAL RAW MATERIALS
Crafting items requires a certain ratio of raw materials to start. Typically, these raw materials are some sort of trade good that is required to make the item. Making a suit of chainmail, for instance, requires 37 gp and 5 sp worth of steel (assuming you are using the alternate Craft skill presented above). But not all raw materials are the same—some raw materials are better suited for crafting. These are special raw materials.
Unlike normal raw materials, special raw materials have both a cost and a crafting cost. The cost of the special raw material is the amount for which it can be purchased and sold. Special raw materials are trade goods, and like all trade goods, they can be bought and sold for the same price.  The crafting cost is the amount of gold they are considered to be worth for the purposes of crafting. For example, f lawless steel’s cost is 8 gp per pound, but its crafting cost per pound is 4 gp. It can be bought and sold for 8 gp per pound, but when used as the raw material for crafting items, it is considered to be worth only 4 gp per pound.
While special raw materials can be bought and sold, they work best when handed out as treasure. As the GM, if one of the PCs in your group has invested in the Craft skill, consider giving out these special trade goods in place of coin treasure every so often.
Special raw materials’ crafting costs are always half their actual cost. They also have special traits when used as the raw material for crafting in the alternate Craft skill rules presented above. A special material cannot have more than one of the following special traits.
Easily Worked Raw Materials: This type of raw material makes it easier to craft items faster. When using this raw material, the item’s base progress per day is doubled. For example, if you are creating a suit of chainmail using easily worked steel, your base progress per day is 4 gp rather than 2 gp.
Flawless Raw Materials: This material is so f lawless that it can be used to create high-quality items with ease. When using f lawless raw materials to create either masterwork or specialmaterial items, the crafting difficulty doesn’t increase. For example, if you craft a suit of masterwork chainmail using f lawless steel, the difficulty of the check remains normal (DC 15) rather than becoming complex (DC 20).
Malleable Raw Materials: This type of special raw material can withstand crafting errors better than other normal materials of the same type. If you fail a Craft check by 5 or more when using malleable raw materials, you don’t lose an amount of raw material equal to the item’s base progress per day.
Pure Raw Materials: This raw material makes it easier to craft an item. When using this raw material, you roll twice when attempting your Craft check and take the better result.

PROFESSIONS
The rules for the Profession skill can be found on page 103 of the Core Rulebook, but they provide little more than an abstract means of earning a bit of coin, with little f lavor or drama included to enhance the campaign. This section presents alternatives and expansions to those profession rules to make practicing a profession both easier and more evocative.

ALTERNATE PROFESSION RULES
While the rules for the Profession skill in the Core Rulebook are perfectly suitable for the needs of most campaigns, there is little opportunity to make them a meaningful part of play. Those rules assume that the character is spending a full week conducting business (when it is often more desirable for a PC to merely do a single day’s work), and they offer few ideas on how to modify the basic check to account for circumstances, roleplaying opportunities, and so forth. For example, there are two primary methods of plying a trade while practicing the various professions suggested in the Pathfinder RPG. One is by setting up a place of business in a static location, and the other is by traveling from point to point, offering services. Both of these approaches are possible within a single area of expertise in almost every case, though there are advantages and disadvantages inherent in each. The Profession rules as written do not take any of this into account.
Of course, you can choose to fully roleplay the establishment and development of a business, making appropriate Profession checks along the way while incorporating most of the decision making and operations of the business into the PC’s story. Alternatively, if you don’t wish to delve into the complexities of creating a business and handling the bookkeeping to run it, then assume you f ind enough opportunities to convince the occasional passerby to buy a good or service from you to make a small prof it. You earn your check result in silver pieces per day in this fashion. However, if you want a system that’s relatively easy to manage but that offers more choices and options for using the Profession skill, the following system provides rules that are a little more f lavorful and involved.
With this alternative system, use the following version of the Profession skill instead of the one presented in the Core Rulebook.

Profession (Wisdom; Trained Only)
You are skilled at a specific job. Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While a Craft skill represents ability in creating an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. The most common Profession skills are architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter.
Check: You know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise apprentices and helpers, and how to handle common problems. You can also answer questions about your Profession. Basic questions have a DC of 10, while more complex questions have a DC of 15 or higher.

SETTING UP SHOP
The full function of the Profession skill allows you to run a business of the appropriate type successfully. Professions in most cases can be operated from static locations (such as store fronts or offices) or performed while traveling. They can be small operations requiring little in the way of assistance or large companies that demand numerous laborers. Table 2–7: Business Size and Setup lists the size of the business, the minimum and maximum number of employees needed to operate it, the amount of time it takes to establish the business (find and purchase equipment and the location from which to run the business, hire employees, renovate or repair the property, apply and pay for any licenses, advertise, etc.), the costs to open or upgrade the business, and the amount of profits to be gained.
Labor Factor: This value indicates the minimum labor “cost” of running your business. It serves as a penalty on your Profession skill check to determine profits, accounting for the various laborers, assistants, experts, and apprentices you must employ to maintain a business of the associated size. Typically, your business can have a maximum number of employees equal to 2 × the positive value of its base Labor Factor (or a maximum of two employees for a mobile business), but each employee your business has beyond the minimum increases the Labor Factor penalty by 1.
Minimum Employees: This is the minimum number of employees needed to run a business.
Maximum Employees: This is the maximum number of employees a business can maintain.
Initial/Upgrade Costs: The cost listed is the amount required to either establish (for a Mobile or Small business) or upgrade (from Small to Medium, or Medium to Large) a business. The value is multiplied by the number of ranks you have in the appropriate Profession skill, and ref lects the quality of tools, equipment, decor, advertising, and so forth needed to maximize your talents and effectiveness at running a business of that size. If you gain more skill ranks, you must pay for the increased cost associated with those ranks in order to gain the benefit of those ranks on checks to determine profits—otherwise, all checks made to determine profits are capped at the highest skill rank for which you’ve paid. If you spend 125% of the listed cost, you set up a masterwork operation, with the finest equipment, tools, and furnishings available. Such a workspace grants you a +2 circumstance bonus on all associated Profession checks (including ones to determine profits).
Monthly Profits Factor: This value is used to calculate net income earned after the cost of goods, overhead, and labor are taken into account.
Mobile Business: Your business functions as a traveling operation, either as a small street-side setup within a town or city (such as a rug to display wares at a bazaar or a cart or wagon pulled through the city while the proprietor hawks the goods), as a roving professional service moving between multiple communities, or as a service that actually involves travel (such as that of a sailor, merchant, etc.).
Small Business: Your business is a small shop, usually one of several within a single building. A Small business might cater to a community as small as a hamlet or to a single neighborhood within a metropolis.
Medium Business: Your business is either a large shop occupying all of a single building or multiple smaller storefronts (each equivalent to a small business). A Medium business usually occupies a small town or larger community.
Large Business: Your operations are sizable, either functioning as several Medium businesses within a single small city or larger settlement, or as multiple businesses of any size distributed among several small towns or larger communities.

RUNNING THE BUSINESS
Running a business using the Profession skill requires a great amount of time, and as such, most heroes don’t maintain an active operation. Those who do often turn over most of the day-to-day tasks to subordinates so they themselves can continue adventuring. You can employ and supervise trained apprentices and assistants to help you manage the business affairs. For every assistant or apprentice you take on to help run your business, you reduce your time required to actively participate in the business by 25%. Thus, with one assistant, you work 75% of the time and are free the rest of the time. With two assistants, you can split your time evenly between the business and other endeavors, and so forth, up to four assistants, who can take complete control of the business operations on your behalf. You can choose to divide each day, week, or month between working and free time. Each assistant you add imposes a penalty equal to the appropriate Labor Factor penalty on your skill check to determine profits. See Table 2–7.
It takes time to find and hire such skilled employees. For each employee, you must spend 1d4 days × the number of ranks she possesses in the appropriate Profession skill searching her out and training her. You can only hire a trained worker who has at least half as many ranks in the appropriate Profession skill as you do, but no more than you do; a skilled individual with more ranks than you will not lower herself to be your assistant.

DETERMINING PROFITS
To calculate the income you receive from your business, attempt a skill check in the associated Profession skill, taking the appropriate Labor Factor listed on Table 2–7 as a penalty. If you employ extra assistants, remember that each one increases the Labor Factor penalty on the check by 1. Multiply the result of this check by the Monthly Profits Factor on the table to determine your net monthly profits in gold pieces.
For example, if you are running a Small trading house with a modifier of +9 in Profession (merchant) and you have hired two extra assistants (beyond the two-employee minimum) to manage things for you while you adventure, your net modifier would be 9 – 2 (for the Labor Factor) – 2 (for the extra assistants) = 5. If you roll a 9, for a total of 14, you then multiply that total by 10 (the Monthly Profits Factor for a Small business) to determine that you’ve made a net profit of 140 gp over the course of the month. If you had chosen to manage the business in person, with no help from extra assistants, then your profits would have been 160 gp, but you would have been tied to the store and unable to adventure for half the month.

TYPICAL BUSINESS SETUPS
Listed below are each of the professions featured in the Pathfinder RPG, along with a quick description of how a character could operate that business either as a traveling service or from a storefront. Of course, other professions are possible, limited only by a character’s imagination.
Architect: Mobile architects are very uncommon, and most often travel from noble to noble, providing expertise in the construction of manor houses and strongholds. A mobile architect might also serve as an attachment to a military unit or a mercenary company, training the soldiers in construction of defenses on the field of battle. More often, architects operate small businesses in larger towns and cities, creating and selling plans for construction or overseeing projects already under way.
Baker: A baker can peddle goods (usually cooked at home) as a street vendor, often from a bazaar stall or cart. In rare instances, a renowned baker might travel the countryside, offering to create masterfully made baked goods in smaller communities, most often during holidays and other celebrations (and sometimes while in search of apprentices). A baker can also establish a storefront to sell all manner of breads, cakes, pastries, and pies, probably in conjunction with various Craft (baked goods) skill checks. The baker might also take special orders for custom creations, particularly catering to the wealthy within a sizable town.
Barrister: Traveling barristers might operate on a predetermined circuit, attending to legal matters in small communities scattered through rural areas, often at the behest of the local nobility. However, most barristers serve in a fixed location, performing their legal duties in conjunction with an established court of law. Depending on the type of government that exists within a locale, the barrister might serve a set of clients among the general populace, or he might act more as judge and jury in all disputes.
Brewer: A traveling brewer likely functions as a microbrewer, crafting his beverages at home then selling them from a wagon or cart, sometimes even between multiple communities or at local fairs. Larger brewing operations may set up shop in a rural community where the ingredients are fresh and then ship the finished product in larger towns, or they might receive the ingredients from elsewhere and craft their brews within the city walls.
Butcher: A mobile butcher might move among several very small, rural communities, either buying livestock or offering to slaughter and dress them on the premises. Most butchers operate butcher’s shops, selling fresh cuts of meat delivered from elsewhere. Very large operations might sell to nobles or armies in need of sustenance.
Clerk: Traveling clerks, while not common, are not unheard of. They frequently roam from town to town, preparing paperwork on behalf of clergy members, mayors, and minor nobles. Clerks who operate storefront businesses tend to provide bookkeeping services to other businesses, and also offer the creation of announcements, invitations, and other printed materials.
Cook: Cooks who travel often do so in the company of military units or caravans, while those who want to settle down frequently run restaurants or pubs. Some cooks also make a living serving fantastic dishes at court or operating catering services for other businesses.
Courtesan: There are very few instances of traveling courtesans; most who claim to be are grifters or con artists, offering companionship only as part of some elaborate scheme. Most true courtesans are found either at court or working in a bawdy house. An individual could run a brothel as a full-time business using this Profession skill.
Driver: By its nature, the profession of driving requires travel, so most mobile drivers work independently, serving military units or caravans, handling carts, wagons, carriages, and the animals that pull them. Localized driving businesses could offer dray work to other shops in a community, provide carriage service (like a taxi service), or even contract out full caravan service. Alternatively, mercenary drivers might participate in chariot games for sponsors willing to pay enough.
Engineer: Engineers function in much the same way as architects. Mercenary captains who lead bands of military engineers for hire typically have some skill in this profession.
Farmer: Mobile farmers often serve as traveling workers, moving between farms to gather crops on behalf of wealthy landowners. Some highly skilled farmers also travel between communities, demonstrating and selling new kinds of plant breeds or diagnosing diseases. Otherwise, farmers operate plots of land, growing produce to sell in urban areas.
Fisherman: Fishermen must go where there is water, but some truly do travel, by either taking wealthy clients on fishing expeditions for sport or finding work as an independent contractor on a commercial fishing vessel. Fishermen who wish to start a local business often run a dockside company with one or more boats or ships with crews that bring in large catches, which the business owner then sells to local inns, taverns, and so forth.
Gambler: A lone gambler who makes a living winning coin usually moves from place to place once her skills are noted and she wears out her welcome. Some occasionally hire on to teach others how to gamble effectively (this is particularly popular among nobles who are constantly trying to one-up one another). Gamblers who want to make a business of it often set up betting houses, bookie services, and casinos.
Gardener: Mobile gardeners serve as landscapers, hiring out to grow and groom public parks. Some gardeners start local businesses that cater to either the city or wealthy nobles who want f lower gardens, hedge mazes, and the like. Their employees visit clients regularly to plant new starts, trim and train established plants and trees, and ready gardens for the changing seasons.
Herbalist: A traveling herbalist rides alone or with a caravan, moving between locales to gather fresh herbs and sell dried ones. Stationary herbalists sell their wares from small cottages in the rural parts of the country or from shops in big cities. The largest herbalist businesses conduct trade with large-scale food suppliers and hospitals, providing seasonings and remedies, respectively.
Innkeeper: A traveling innkeeper serves as a hired hand who helps get struggling businesses back into profitable shape by arranging for better entertainment, bouncers, victuals, and other amenities. Inns run as businesses can range in size from small bed-and-breakfasts to large military barracks.
Librarian: A traveling librarian moves about the land, dealing in books (particularly rare ones) with communities that either don’t have access to a library of their own or with folks who simply can’t afford much in the way of reading material. Permanent libraries can be anything from small, specialized shops that deal with very specific subjects to massive cultural edifices that represent the pinnacle of a given civilization. Private libraries that are run as businesses are rare and usually cater to clients with large amounts of money to spend.
Merchant: Traveling merchants can bring goods either on pack mules or as part of a great caravan, and can be found hawking their wares on nearly every street corner. Shopkeepers of all ilks buy and sell every trade good imaginable. The largest trade consortiums manage hundreds of caravans, storefronts, and warehouses.
Midwife: Some midwives travel between communities, helping to deliver babies at each stop. In more urban communities, they can be hired on by temples and hospitals that specialize in infant birthing.
Miller: A traveling miller might go from village to village with a portable mill and set up shop for a few days or a week, grinding the community’s grain before moving on to the next place. Millers running established operations in farming country would work out of a mill built near a f lowing water source, while larger commercial milling operations in urban areas could serve all the farms and merchants for miles around.
Miner: Miners must find work wherever the ore, stone, or precious materials they mine are found. However, a lone miner could make a living excavating foundations and basements, live as a prospector hunting for gems and panning for gold in the wild, or work as a mercenary employed to assist a military unit in building defenses or sapping the enemy’s walls.
Porter: Portage work tends to operate out of hubs of civilization, whether in small frontier towns where the need for porters to carry exploration and adventuring gear is high, or in great cities where merchants are in constant need of strong backs to carry, load, and unload cargo. A lone porter could hire out to anyone needing assistance on a short- or long-term basis, while a businessperson could run a portage and
« 上次编辑: 2015-06-25, 周四 20:08:38 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 Footman

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关于经营这一点,我个人翻了一下经营生意,判断利润和“经营规模与相关设置”这三个位置,个人感觉上楼主的翻译并没有错。
但是确实存在着前后矛盾问题,主要就是在这三个位置,矛盾的问题在于“招募额外的帮手“时如何判定收入减值(也就是进行该专业技能鉴定时的罚值)问题,以及为经营者省下经营时间的问题。

个人感觉”经营生意“这一栏出的规则完全独立,判断利润和“经营规模与相关设置”这两者实际上是同步的,并不冲突的。判断利润的例子中,额外招募了2人就可以完全替代经营者的全部时间,而且这两人造成的减值为-2。   而“经营规模与相关设置”表格中,例子里的小型商店除了2个必须要有的帮手外,最多也就只能再招2人。

然而,在“经营生意”这一栏中,规则要求必须额外招4个人才能完全取代经营者的位置,也就是说这家小型商店就算是招满人也必须强制店主要在店里呆50%的时间……这就明显自相矛盾了,而且“经营生意”这一栏中,要求“每增加1名额外员工,则要在技能鉴定上承受等同于劳动力系数的减值“,按这个意思似乎是,如果是小型商店,每+1人,则-2点,大型商店则每+1人则减10点……那样的话大型商店根本就不敢招募额外员工了,可能哪怕多招一个就让自己差点要破产,那样的话,还要”额外员工“这个规则干嘛呢?

更何况,如果以”经营生意“这一栏的说明来进行经营的话,那么也就是说,大型商店尽管最多可以招到20人(也就是额外再招10个),但实际上只需要招到总帮手14(也就是额外再招4个)就可以让经营者完全将店铺交给帮手们负责了,那又为何要规定最多可以招20人?另外6人有何用?

所以我个人认为,经营生意这一项的”节约时间“规则,实际上是并没有认真的和”判定利润“以及”经营规模与相关设置“这两方相互核对好,导致出现了很不合理的突兀的矛盾。当然,它的”寻找和招募新员工所需消耗的时间“的规则应该还是适用的。

所以我认为,实际上“招募额外员工以节约时间”的判定,是根据店铺的规模大小有关的。如果是小型店铺,额外最多招2人,那么也就是每招募1人则减少50%的经营者所需消耗的时间,那么把这两个额外席位招满经营者就可以完全托管了。    而大型店铺则是最多额外招10人,也就是每招募1人则减少10%的经营者所需消耗的时间,那么把这10个额外细微招满,经营者就可以完全托管了。

那么至于在每月收入的减值方面,我个人认为应该是“判定利润”中的例子里的判定方式比较靠谱,即额外招募两人则额外-2,那么也就是无论店铺多大,每额外招募一人就额外-1而已。

那么即便是大型店铺,招满了20个员工,那么也就是额外-10.     那么在完全托管的情况下,大型商店经营者的每月收入检定就是D20+经营者相关专业技能加值-10劳动力系数-10(10名额外劳动力)而已。    一般能开得起这么大店铺的经营者相关技能怎么说也得有15,甚至更多,那么经过计算,取平均值10的话经营者在完全托管(自己啥也不管全交给手下)的情况下每月平均收入为5000G。   而大多数情况下,如果已经能开得起这么大的店铺,经营者作为大老板已经基本不需要自己出去冒险拼命了,所以不可能整天甚至整个月都在外面游荡,应该会至少有25%甚至50%的时间在店铺,所以收入会更多——当然,或许钢铁侠除外。


以上就是我对这篇规则在“专业”技能上的理解,这种规则个人认为在大多数团大概不是很受欢迎,毕竟PF还是个以冒险和战斗为主的团,这种慢速种田的玩法大概很少有人会开,就算它也有为冒险开绿灯的相关规则(雇佣助手替玩家经营商店),但商店的准备时间和成本的高昂还是会让玩家们望而却步,有那个时间不如多去冒险,有那个金钱还不如去买装备……

但我还是觉得可能会有玩家像我这样喜欢无聊的设定自己的店铺,自己的定居点,自己的势力自己的王国(UCa的王国规则我就非常喜欢),所以就在这里发了一下个人上的推测稍稍和大家分享而已。

还有,再次诚恳的感谢翻译,辛苦了。

离线 四月

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 :em006
玛德……这么认真看我的关于非build方面的翻译,还这么认真回帖
本泥怪要感动得哭出来了
* 四月 然而泥怪并没有泪腺

PS:这篇翻译其实憋了我好久……
« 上次编辑: 2015-07-22, 周三 10:50:21 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 Footman

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没什么, 本来我就对这个规则非常感兴趣而已。而且这么认真的翻译和排版了,本来也应该得到感谢啦。

离线 orochi3016

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其实PF比3R更好的地方就是这些扮演类的规则。
作为一个设定党人其实很喜欢这种东西,可以满足心中世界观的扩展。
感谢译者的同时,以后也希望能多介绍这方面的东西。


另外,本篇的专业判定方式与修整期赚取GP或其他资本的方式要如何整合呢?
毕竟修整期内容里面的店铺都是掷骰算建筑物的增加值,但本篇中拿出大型商店的基本收入就把修整期大多数的建筑物打趴了...除非把建筑物盖到超大规模才会超过本篇的大型商店吧?
« 上次编辑: 2015-07-22, 周三 13:34:27 由 orochi3016 »

离线 Footman

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如果能投进去那么多钱,同时PC的技能点投入又足够的话,大型商店确实收入相当可观。但是大型商店的代价也是巨大的。
极高的投资成本(而且PC技能等级越高投资越多),极长的准备时间,如果想要募集更多的人手则需要更多的时间。
实际上我算了一下,一个专业技能为15(算上感知调整值)的角色,大概要4个月才能把投资该商店的成本赚回来……

离线 orochi3016

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我想请问一下

与普通的原材料不同,特殊原料具有价格(cost)和造物价值(crafting cost)。价格是特殊原料在被买卖时的标价。特殊原料和其他的贸易品一样,也属于贸易品的一种,可以以相同的价格买卖特殊原料。造物价值是造物时,用来判断特殊材料的金币数额时使用的数值。举例说明,无暇钢材(flawless steel)的价格为每磅8gp,它的造物价值为每磅4gp。因此,买卖无暇钢材时的价格为每磅8gp,但是在作为造物的材料时,每磅无暇钢材仅被认为具有4gp的价值。

以上这段,造物价值到底是在哪边进行计算用的?