作者 主题: 【5E】Yellow Submarine团Q&A  (阅读 61702 次)

副标题:

离线 RocketCrocodile

  • The Fool on the Hill
  • 版主
  • *
  • 帖子数: 1830
  • 苹果币: 3
Re: 【5E】Yellow Submarine团Q&A
« 回帖 #30 于: 2016-03-24, 周四 13:04:53 »

【夜猫子小队 vs 加庞和他的朋友们】
-------海风老师的战斗回顾

0回合:
互相看见并且确认敌意,掷先攻。
如果之前能掩盖住身份,或者有足够的时间躲藏,PC有机会突袭。

1回合:
费恩的缓慢全中,很有帮助。伍德空挥两刀庆祝一下。
齐格飞:“豁免失败对方用反应动作立刻移动”,所以是你施法时的位置。由此导致的AO和移动我会在怪物回合处理。
任何涉及DC的技能,DC的数值写在人物表里,然后按DC-1d20直接给结果。
怪物的技能、动作我会写出来。PC被造成的伤害和异常状态需要玩家自行计算。比如这里的中毒和特异毒性效果。
离开地图算脱离战斗仅限于主动离开地图。在地图边缘被push会撞到透明的墙上。

2回合:
道格: 隐匿必须在对方没有视线的位置。你的隐匿是个额外动作。
雷鸣斩是有巨大响声的。如果你们这是个潜入任务,巨大响声会把更多敌人引来。
伍德中毒了,命中有劣势。伍德需要把自己的六项豁免写在人物数据速查上。(参考费恩的数据条,看看缺什么)。
圣火术打豁免,之前光导箭造成的攻击优势没用上。

3回合:
喝药水是标动,在药水的描述里就有。不能算作物品交互的免费动作。
骰子多的话在Q群里掷也行。把d20和加值分别写出来就成。
角色职业消耗性资源(引导神力,法术位,卓越骰,激励骰,hit dice, 等等),都请写在回帖开头的个人数据速查里。方便DM查找。
另外偶尔我也会检查你们身上的道具。 你们都是写在人物卡里是吗?
5E只有离开reach有借机,所以加庞的移动,伍德没有借机,马修有借机。
齐格飞,瓦尔:一回合只能放一个法术(不包括cantrip)。所以齐格飞和瓦尔的行动都是不合规则的。
瓦尔产生更多的噪声... 我真想看看潜入任务会怎么样。伍德用掉一个剧情激励骰。(伍德要不要信个Tymora?听说对骰运有帮助)
默认下,反应动作会用在第一个借机攻击的机会上。要修改反应动作, 写成"反应动作:风暴狂怒“我会好理解一点。
道格之前那个23的隐匿在这里提供了命中优势,额外打了20伤害。但若是道格不在帖子里写出来,我不一定记得的,事后就不会追认了。
 法术范围统一这么算:先换算成直径,再在地图上按直径选取作用区域。(斜角第一步算5ft, 第二步算10ft)

以下剧透本次战斗难度:
剧透 -   :
如果按DMG的算法, 加庞CR4, 2*矛手CR3, 2*兜帽CR2。总XP 3400, 5人队是1.5的倍率, 调整后难度是5100XP
6个lv5的玩家,Hard是4500XP, Deadly是6600XP, 这是Hard战斗。
矛手的有些特性取消掉了(免疫恐惧,免火,魔法抗性,etc),难度比上面说的降低一些。
PS,DM说话土洋结合是因为房规三定律第一条。 其实就是懒。
« 上次编辑: 2016-04-07, 周四 15:09:40 由 susu »

离线 RocketCrocodile

  • The Fool on the Hill
  • 版主
  • *
  • 帖子数: 1830
  • 苹果币: 3
法术范围速查
« 回帖 #31 于: 2016-03-24, 周四 13:25:22 »
Q: 融身入石 可以在石头里长休么?
剧透 -   :
Meld into Stone
3rd-level transmutation (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
A: 可以,而且我认为这个法术设计出来就考虑到这个用途了,才设定法术时长为8小时。
能进入石头的仅限施法者自身,因为说明中用的是"you".   "Range: touch"指的是下文中的“you step into the stone at a point you can touch.”
小队长休推荐用tiny hut.



第三幅图在DMG249
« 上次编辑: 2017-02-16, 周四 16:52:17 由 RocketCrocodile »

离线 RocketCrocodile

  • The Fool on the Hill
  • 版主
  • *
  • 帖子数: 1830
  • 苹果币: 3
Death's door (死亡门前) 房规
« 回帖 #32 于: 2016-03-29, 周二 15:03:53 »
每次PC需要掷death save(死亡豁免)时, 几乎致命的打击和濒死体验都会对角色的身心造成重大影响。根据death save的数值,PC会受到的影响大致如下:

1~5: 肢体残缺,直到下次或数次长休都有重大负面影响,数次长休后仍受部分负面影响。Regenerate级别的法术可以完全康复。
6~10:重伤,直到下次或数次长休都有部分负面影响,数次长休或大量魔法治疗可以恢复。
11~15:轻伤,直到下次短休都有部分负面影响,短休、长休或少量魔法治疗可以恢复。
16~20: 无大碍,很小或者没有负面影响,可能有正面影响。
具体效果视death save数值和伤害类型决定。PC无需查表,DM会在看到PC的death save之后说明效果。

死亡豁免骰的设定与PHB一样,攒够三个失败就死亡,每次HP降到0都要掷,HP在0时每回合掷一次,等等。
决定受伤程度的死亡豁免骰(d20) 不受任何角色的数值、技能影响(比如角色的体质,吟游诗人的激励,Lucky feat, 等等)。 但是受剧情激励点inspiration point的影响。

这个死亡豁免不结束PC的回合。
PC倒地后,在他的回合,先掷一个死亡豁免; 如果同一回合有别人治疗他,他在当回合可以从倒地开始行动。
在同一场战斗中,我们暂时只计算最低的死亡豁免造成的伤势。
情景举例:
PC1倒地,死亡豁免10, 获得瘸腿的伤势。之后若是再掷死亡豁免出15,不添加新的伤势,只会使瘸腿需要的康复时间延长。
若是再掷死亡豁免出5, 瘸腿可能就会变成腿部骨折。


伤势举例:
剧透 -   :
用DMG上272页的图表举例,Lose an arm属于1~5, internal injury属于6~10,horrible scar 属于11~15, minor scar 属于16~20。

通常我反对在章节进行到一半时添加房规,尤其是增加难度的房规。但按现行房规,Death save显得无关紧要,只要受到1点HP治疗就能起身并抵消所有失败的death save. PC的HP降到0后再受治疗起身,没有不良后果,也不会失去一个回合的行动(因为另一个房规)。我希望这条房规能让战斗对玩家更有威胁。


« 上次编辑: 2016-04-03, 周日 08:04:52 由 susu »

离线 RocketCrocodile

  • The Fool on the Hill
  • 版主
  • *
  • 帖子数: 1830
  • 苹果币: 3
PC漏骰优势和劣势
« 回帖 #33 于: 2016-03-31, 周四 08:24:33 »
优势是13.825,比10.5高3.325;劣势是7.175,比10.5低了3.325;两者差值是6.65
优势约等于“+1d6”,劣势约等于“-1d6”。

PC漏骰优势和劣势
如上。DM会手动加上。

我上面这个逻辑是错的。应该用下图。横轴是第一次掷出的结果,纵轴是有优势和劣势时的期望值。
« 上次编辑: 2016-04-05, 周二 12:25:24 由 susu »

离线 RocketCrocodile

  • The Fool on the Hill
  • 版主
  • *
  • 帖子数: 1830
  • 苹果币: 3
扩展资源
« 回帖 #34 于: 2016-04-07, 周四 15:31:17 »
官方出过实体书的玩家资源基本都许可。非PHB的资源要注明来源。
也就是:
PHB
Princes of the Apocalypse
Sword Coast Adventurer's Guide
Curse of Strahd
Out of the Abyss
Elemental Evil Player's Companion

The Rise of Tiamat 和 Hoard of the Dragon Queen 应该没有新的玩家资源。
DMG, MM 不属于玩家资源。

Unearthed Arcana上的内容需要DM看过同意。
目前唯一来自UA的资源是道格的游荡剑客职业. https://media.wizards.com/2015/downloads/dnd/UA_Waterborne_v3.pdf
« 上次编辑: 2016-11-29, 周二 02:57:50 由 RocketCrocodile »

离线 RocketCrocodile

  • The Fool on the Hill
  • 版主
  • *
  • 帖子数: 1830
  • 苹果币: 3
UI读书笔记
« 回帖 #35 于: 2016-04-24, 周日 10:47:43 »
如果知道npc的爱好,pc可以用其他技能进行交涉,而且“投其所好“要比“说服”的dc要低。比如一个热爱历史的贵族,要与他改善态度, 掷历史技能dc10,掷交涉dc15。 交涉者是贵族则dc再-2

改善关系可以通过介绍,收买,交涉等等办法。 单说交涉,例如希望在一个宴会上与王子交好。 就需要通过 事先调查, 现场观察, 交谈,再观察,再交谈…… 好几个阶段均成功,才能改善态度。

Supper villain 对pc的态度也有一个积分,视pc阻碍他的计划次数,积分增加。 从低分数的“不影响我自己的事又没成本的话,我会给你们下个绊子” 一直到高分数的“我就算死也要拖你们一起死”

交涉向的游戏,重要npc的数据不再是ac等战斗数据,而是NPC的社交数据表。   
剧透 -   :
Name: 姓名,阵营,社会地位
Affiliation: 属于的组织
Secret Identity: 秘密身份
Background: NPC的历史,和PC有什么关系。
Recognize: NPC有多容易被认出来(因为他的声望和荣誉)
Introduction: NPC被怎么介绍给PC的(包括对他的爱好的暗示)
Personality: 个性。 一系列描述NPC性格的形容词。
Goals: NPC公开的目标。
Hidden Agenda:NPC秘密的目标。
Biases: NPC对某些人的预设态度。(E.g. 对特定种族、社团有优待/歧视)
Skills and Saves: 取决于NPC有什么要隐瞒的,是否是施法者,是否要看穿PC的谎言,只需给出需要的skills.
Analyze: PC通过检定获得对NPC的信息。
Strengths: PC的长处/倾向。(E.g.对恭维话没有耐心)
Weaknesses: NPC的弱点。 (E.g. 内心深处的秘密,上瘾症状)
Influence Check: 列出哪些check可以影响NPC的态度;这些check的DC如何。
Successes Needed: 改善态度需要的成功检定次数。(E.g. 冷漠->亲切)
Favor: NPC可能向PC提出的请求,
Benefit: NPC态度改善后,PC可以获得的好处
Penalty: NPC态度恶化后,PC会受到的恶果
一次对话往往要花半小时到一小时才算完成一次检定。在此期间只有1~3个pc可以与目标npc对话。再多的人只会显得目的太明显而影响交涉成功率。其他的pc可以在这个时间与目标的朋友,管家,女仆对话或者是观察研究目标npc。 获得有价值的信息/通过身边人降低交涉dc

bluff除了一开始需要检定一次,之后每次做出可疑举动或是说话不合身份,都需要再次检定。      特别明显可疑的举动,dc可以一直加到不可能完成。比如bluff贵族身份,然后一边吃饭一边抠脚,这个dc就近乎不可能。

离线 RocketCrocodile

  • The Fool on the Hill
  • 版主
  • *
  • 帖子数: 1830
  • 苹果币: 3
物价单
« 回帖 #36 于: 2016-05-06, 周五 11:50:39 »
PHB上的物品可以原价购买。

卷轴
Spell Scroll Level 0     10
Spell Scroll Level 1     60
Spell Scroll Level 2     120
Spell Scroll Level 3     200
Spell Scroll Level 4     320

药水
Potion of Healing  50    (HP2d4+2)
Potion of Poison   100
Elixir of Health   120
Potion of Fire Breath*  150
Potion of Greater Healing  150 (HP4d4+4)
Potion of Climbing  180
Potion of Heroism   180
Potion of Invisibility  180
Potion of Mind Reading 180
Potion of Water Breathing 180
Scroll of Protection  180
Potion of Animal Friendship  200
Potion of Diminution  270
Potion of Growth   270
Dust of Disappearance 300
Potion of Gaseous form 300
Potion of resistance**   300
Potion of speed         400
*可以用相同DC和价钱制造该药水,伤害类型六选一: Fire,Cold,Thunder,Lightning,Acid,Poison
**抗性类型可选,制造时决定

武器附魔
Vicious Weapon         350
Sword of Life-Stealing* 1000
+1 weapon              1000
+1 wand of the war mage  1200
Sword of Sharpness*    1700
Dancing Sword*          2000
Sword of Wounding*      2000
Frost Brand*            2200
Dagger of Venom*        2500
Gloves of Missile Snaring 3000
+2 Weapon               4000
Flame Tongue *          5000
打*的表示这个附魔不限于武器类型,可用于任何近战武器。

护甲附魔
Adamantine Armor  500
Mithral Armor     800
Bracers of Archery 1500
+1 Armor            1500
+1 Shield           1500
Saddle of the cavalier 2000
Dragon Scale Mail   4000
+2 Armor            6000
+2 Shield           6000
Dwarven Plate      9000

奇物
Helm of Comprehend Languages  500
Driftglobe(漂浮球)   750
Ring of Warmth   1000
Bracers of Archery      1500
Circlet of Blasting     1500
Horseshoes of the Zephyr   1500
Wand of Magic detection    1500
Wand of Secrets            1500
Ring of water walking      1500
Ring of Feather Falling  2000
Gloves of swimming and climbing 2000
Pipes Of the Sewers     2000
Boots of Elvenkind  2500
Dimensional Shackles 3000
Boots of Levitation 4000
Hat of Disguise 5000
Periapt of Health  5000

离线 RocketCrocodile

  • The Fool on the Hill
  • 版主
  • *
  • 帖子数: 1830
  • 苹果币: 3
Homebrew Items
« 回帖 #37 于: 2016-05-06, 周五 11:56:13 »
诸葛弩 Chu-Ko-Nu   
250 gp   2d4 piercing   18 lb.   Ammunition (range 80/320), heavy, reload (10 shots), two-handed

注意:普通弩有loading特性,即使角色有Multi-attack, 单次动作也只能发射一只弩矢。弩专家的feat能无视这个loading特性(仍然需要一只空手来上弩矢,但Multi-attack能发射多只弩矢)。
诸葛弩基本相当于提供弩专家feat的第一个特性,一次loading装填10发弩矢。
剧透 -   :
【Loading】  weapon property
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
【Crossbow Expert】 feat
You ignore the loading quality of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.
« 上次编辑: 2016-05-06, 周五 12:16:55 由 susu »

离线 RocketCrocodile

  • The Fool on the Hill
  • 版主
  • *
  • 帖子数: 1830
  • 苹果币: 3
Proper Behavior
« 回帖 #38 于: 2016-05-15, 周日 10:42:34 »
剧透 -   :
:em005

Ya know, over in North America, we kinda see RPing as a form of "social contract".

As in: "We are all in this to have fun."

And by extension, that usually includes:
"Don't solve anything IC in OOC."
"Don't bring grudges OOC into OC."
"Don't gross other players out by doing something disgusting. - Unless everyone are into it AND have said yes to it before the session started."

What is a "Role Playing Game" really? I don't mean the advertisements we use to sweet talk others to join. "What is a Role Playing Game in essence?"

It's

"A bunch of people doing one thing for fun together."

It doesn't have to be dragons and spells, you can do that with a football, a good LAN setup, or a bunch of brooms and some semi-round rocks. (BTW: Curling is a great game you know. The chess with the sweat so to speak. :em019 )

So when in-game rape or baby-killing or Hitler-level-craps come up in game, VERY, VERY FEW times would we defend it, because it grosses people out.

Whereas your regular plain-ole-violence gets a pass? It's because its is almost always included when we get into it. It is part of the system, part of the game, and also most importantly part of the expectation of playing a game.

引用
For example:

Let's say you get someone who knows absolutely nothing about Roleplaying Games to play a game. Said person is religiously against violence of ANY kind in ANY form. You did not tell him you are playing a (for example) DnD game that involves a large amount of killing, and he did not know that.

So, the game starts with your group in the middle of a kill-or-be-kill fight. You as the GM is literally handing him a bloody cleaver and said: "Go right at it chap."

Can you blame the player to get angry and walk off at that point? You literally just challenged him on his bottom line without him ever being aware of it until that point. You might think "It's just a game! He got no cause to be that angry!"
 
But the fact is there is a social contract, where there are expectation of what to do and what not to do... You either didn't know about his bottom line, which makes both of you at fault... Or you knew about it and thought "it's gonna be finnnnne." which in that case makes you the one who sucks.

Either way, you're not gonna come out of that smelling like roses.

Most people are decent people. Seriously, I work in social service. There's a good side for 99.99% of the people out there.
(BTW: I am NOT saying anyone are not decent here, just that sometimes we all do forget "my kink is not your kink" and stuffs... That's called "Being human".)

In my line of work there are "Triggers" you don't spring on people.
Rape being one.
Baby-killings.
Graphic tortures.
Child Abuses.
Discriminations of all kinds.

When things like that comes up, most of the time you CANNOT expect people to have a good reaction to them. Because people are basically decent. - Or failing that, understands what is allowed and what is not in everyday life.

So when you use one of them, and people complains, you can't just go back to say, "It's just a game! Why so serious? I have my freedom of speech!" Because it is something that involves many people. Once you start doing that, you drag everyone into those things whether they like it or not: You essentially put your personal freedom over other's personal freedom of not getting involved in these things --- A more extreme example being: Claiming "you have a right to kill people" and at the same time ignoring other people's "right of not being killed by you."

Rights work both ways. And there are always responsibilities for having those rights.
(Rights without responsibilities are just "entitlements"... That's another thing altogether.)

Carelessly using it, in this case, ended up ruining others' fun and causing another bunch of arguments.

Or even if you have the right to, let say, do what it is you did that led to this thread.

Other people will also same the same rights to call you out on it.

Again, Rights work both ways.




The ONLY time when people shouldn't call you out on the fault is: During recruitment the GM explicitly tells the players that "there might be things involving baby-killing, raping, torture, abuse, and pretty nasty stuffs you don't usually see in a game. You sure you wanna join?" In that case, you completed the social contract, and only liked-minded people should be playing in it... If some people later found themselves to be otherwise, that'd be their own problem. Nobody forced them to join in the first place. v=_=v

But with what's been done here in this case... It's just bad form.  :em012

这个团的分级是PG13到R之间。请在游戏内尽量避免这些做法:
Rape   强奸
Baby-killings.   杀婴
Graphic tortures.   绘声绘色的刑讯折磨
Child Abuses.     虐待儿童
Discriminations of all kinds. 各种歧视(种族,性别,宗教,地域,etc)

DM不会在游戏中主动提及相关内容或者要求玩家做选择。
如果有其他让玩家不适的内容请及时向DM提出。
« 上次编辑: 2016-05-15, 周日 10:47:35 由 susu »

离线 RocketCrocodile

  • The Fool on the Hill
  • 版主
  • *
  • 帖子数: 1830
  • 苹果币: 3
Re: 【5E】Yellow Submarine团Q&A
« 回帖 #39 于: 2016-08-02, 周二 03:09:22 »
埋伏
1) 所有参与埋伏的人掷隐匿检定。
如果有充分的时间准备埋伏圈,这个鉴定有优势。

2)第一轮设定为突袭轮。 任何一个没有警觉到危险的人都被突袭,在第一轮无法移动或者做动作。
http://www.goddessfantasy.net/bbs/index.php?topic=79920.msg758470#msg758470
-- 突袭方: 每个参与突袭的人都各掷一个隐匿骰
-- 被突袭方:如果一个人在警戒,他掷一个观察骰(perception check),并使用观察骰和被动观察的较高者。如果一个人没有在警戒,他使用被动观察。
-- 对于被突袭方的每一个人,如果他的观察比所有参与突袭的人的隐匿骰都低,他就被突袭了。
  -- 在第一个轮不能行动
  -- 对他的攻击第一次攻击有优势 (Unseen Attackers and Targets)
  -- 正常遭受回合结束效果(比如Flaming sphere的回合末伤害)

补充: 3) 如果被突袭方的一个人观察比一部分突袭者的隐匿高,又比另一部分突袭者隐匿低
-- 他仍然正常参与第一轮(突袭轮)
-- 赢了隐匿检定的那部分突袭者对他的第一次攻击有优势。(Unseen Attackers and Targets)
-- 如果他比赢得隐匿检定的突袭者先行动,他对这部分人的攻击有劣势。 (Unseen Attackers and Targets)

4)一个角色可以选择不参与突袭,而是在外等候。
-- 不需要掷隐匿骰;
-- 他第一轮(突袭轮)不出现在地图上,也不会行动;
-- 在第二轮正常行动
« 上次编辑: 2016-08-03, 周三 09:06:29 由 susu »