作者 主题: PF二版blog翻译文  (阅读 373907 次)

副标题: 持续追踪:现在更新7/9「吟游诗人」

离线 TougouTuyosi

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Re: PF二版blog翻译文
« 回帖 #300 于: 2018-07-19, 周四 11:21:52 »
 :em014 太对了。我支持稀有度系统。
比切尔|守序中立人类|战士 1| 生命值8/12|防御等级18(接触12,措手不及16)|战技防御16|强韧+4 反射+2 意志+2|先攻+2|察觉+1 察言观色+1 交涉+0 特技-3 隐匿-3|
特殊:默认不携带盾牌,对抗擒抱/摔绊战技时CMD+1|角色卡连结

思亘七险,点落九宫,神游八极,纵横十方

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Re: PF二版blog翻译文
« 回帖 #301 于: 2018-07-19, 周四 13:50:13 »
10连抽装备有保底吗

离线 Xtoril

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Re: PF二版blog翻译文
« 回帖 #302 于: 2018-07-19, 周四 14:05:01 »
官方要求为你用的每项资源都写个背景的意思?  :em012

给你不开某些资源合理化一些,免得弄出个划风奇异的怪胎冒险团;在西欧大陆出身内陆冒险结果人人一把标配武士刀
同时也限制一些造物:你想造出特殊装备你可能还得先去找到配方和设计图,或者是叫会做的人教你,而不是“我有专长,我有整修期,Pom,制作奇物”
跑原创团甚至能拿来做剧情用的引子“为了寻求武士刀的制程,前往天夏漂泊过来的刀匠隐居的森林”等
然后每个物品都有预设的稀有度,除非环境造成影响(身处繁华的交易都市,或者就身在东方国家等)
« 上次编辑: 2018-07-19, 周四 14:08:55 由 Xtoril »

离线 nisya

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Re: PF二版blog翻译文
« 回帖 #303 于: 2018-07-19, 周四 14:24:32 »
新吟游特性光是想想都帅的一批

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Re: PF二版blog翻译文
« 回帖 #304 于: 2018-07-19, 周四 15:46:08 »
既然是吟游诗人有关,Allegro翻译成快板比较好。

另外“常见”看不见啊。

离线 月夜白雨

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Re: PF二版blog翻译文
« 回帖 #305 于: 2018-07-19, 周四 16:12:11 »
既然是吟游诗人有关,Allegro翻译成快板比较好。

另外“常见”看不见啊。
本来想模拟白色的…… :em008
allegro作为一个不限快板的法术,被人用小提琴钢琴口琴鼓用出来都有可能,再叫快板我觉得不合适了
我月夜白雨只想安静地过图书馆长的生活。

离线 白猫

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Re: PF二版blog翻译文
« 回帖 #306 于: 2018-07-19, 周四 16:21:16 »
不是,快板(Allegro)是音乐术语,表示音乐的节拍速度。

不是那个一片木板的玩意 =.=
雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
Pathfinder v2.0Pathfinder RPG的规则资源合集电子书,绝赞好评废猫中。

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Re: PF二版blog翻译文
« 回帖 #307 于: 2018-07-19, 周四 16:39:45 »
不是,快板(Allegro)是音乐术语,表示音乐的节拍速度。

不是那个一片木板的玩意 =.=
受教
我月夜白雨只想安静地过图书馆长的生活。

离线 百态

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Re: PF二版blog翻译文
« 回帖 #308 于: 2018-07-20, 周五 22:37:39 »
我超喜欢稀有度系统的!!!!!!!!!毕竟RPG最爽快的时光就是光着身子走出新手村的那一瞬间,而满大街的野太刀也让人生厌

离线 连桑

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Re: PF二版blog翻译文
« 回帖 #309 于: 2018-07-21, 周六 23:06:38 »
随意打开paizo显示1second ago,这就是缘吧
其实是有空想做做Playtest的苦力试试水递个投名状
萌新渣翻 不给就送 随意捉虫
游戏进行Running the Game
2018年7月20日星期五

    随着PF游戏测试的开始,GM需要快速掌握新的规则。有没有那么一款 PF游戏测试规则手册中的GM章节就可以帮助你!它涵盖了GM的职责,提供跑团建议,并教你如何判断游戏规则。因为这只是一个游戏测试,所以其中并没有关于创建自己的战役或冒险的详细信息,但请放心,这些信息将会出现在PF二版规则手册中!
剧透 -   :
As the Pathfinder Playtest begins, Game Masters will need to quickly get up to speed with the new rules. The Game Mastering chapter of the Pathfinder Playtest Rulebook is here to help you out! It covers the responsibilities of a GM, gives advice on running sessions, and teaches you how to adjudicate the rules of the game. Because this is a playtest, there aren't details about creating your own campaign or adventures, but rest assured, this information will appear in the Pathfinder Second Edition rulebook!
进行各种游戏模式Running Modes of Play

    GM章节的大部分内容都在讲述如何进行三种游戏模式:遭遇,探索和休整。进行这些模式的具体规则在“进行游戏”一章中,因此本章将着重讨论如何控制游戏速度。因为大部分遭遇模式的规则在“进行游戏”中,所以我们在这着重讨论探索和休整模式。关于探索模式的章节讨论了角色可能采用的探索策略,并提供了当玩家想要选择未包含在默认选项中的策略时的建议。它还讨论了如何开始和结束一场遭遇,包括如何使用游戏测试新规则的一些建议。而关于休整期的部分向你展示了如何在桌面上完成一个休整日{一天的休整期},以及如何快速处理长时间的休整期并使其保持interesting。它还包括了买卖物品和重训的相关规则。
剧透 -   :
A large section of the Game Mastering chapter runs through the special concerns of running the three modes of play: encounters, exploration, and downtime. The specific rules governing those modes appear in the Playing the Game chapter, so this chapter instead talks about how to set the pace of the game as you GM. Exploration and downtime get the most focus here, since most the rules for running encounters are addressed in Playing the Game. The section on exploration goes over exploration tactics characters might adopt, and gives advice on what to do when players want to choose tactics that aren't included in the default options. It also addresses how to begin and end encounters, including some advice on how to use the new initiative rules of the playtest. The section on downtime shows you how to play out a single downtime day at the table, and how to cover long periods of downtime quickly and keep them interesting. It also talks about buying and selling items and retraining abilities.
难度等级Difficulty Classes

    设置DC是GM的主要任务之一,规则手册介绍了如何创建两种不同类型的DC:特定等级的DC和固定DC。当你需要某个等级的敌人的DC但没有数据时,当你为创造特定等级物品的工艺检定设置DC时,第一类规则就很棒棒。表格中列出了等级和难度类别,据此你可以快速选择DC。该等级基于对象的等级,难度类别则视情况而定。以下是该表的一部分。

等级 容易 较易 较难 困难 极难
0        9      10    12    14    17
1        10    12    14    15    18
2        11    13    15    16    19

    固定DC就是从爬树到认出小贵族之类的任务。虽然这些任务并不会随着PC等级变高而变难,但它们的DC仍然可以用等级和难度类别来表示,指南解释了如何确定这两者。例如,攀爬悬在空中的绳索是个1级任务,因此它一般有个较难的DC(14),但当有面墙来支撑你时,它会变成较易DC(12),还可能在有两面墙的时候变成容易DC(10){两面墙???}。因为固定DC不会随PC等级的增加而增加,所以他们几乎可以自动完成低级的固定DC任务。我们将在此处指导GM如何构建冒险,但却不会限制任务的等级和DC。(已发布的冒险也是如此。)

    如你所见,DC规则故意地将许多选择的权力交给了GM。与其一份长长的DC列表和各种各样情况的预案,我们更想让GM评估每个特定的情况,然后依据简单的规则来设置DC。这会比根据规则得到不与玩家们面临的挑战相符的DC好上许多。

    本节还讲述了一些特殊类别的技能DC,像是造物、收集信息、当众表演、驯养动物、用 学识 Lore 进行交易、用 学识 Lore 或神秘 Arcana 回忆知识。
剧透 -   :
Setting DCs is one of your major tasks as GM, and the rulebook covers how to create two different types of DCs: those that are appropriate for a certain level and those that are static challenges in the world. This first category is great when you need the DC of an obstacle created by an enemy of a certain level but don't have all their statistics, when you set the DC to Craft an item of a particular level, and so on. Levels and categories of difficulty are given in a table so you can pick a DC quickly. The level is based on your opposition's level, and the category depends on the particular situation. Here's a portion of that table.

Level Trivial Low High Severe Extreme
0        9       10    12     14       17
1        10     12    14     15       18
2        11     13    15     16       19

Static challenges are everything from climbing a tree to identifying a minor noble. These tasks don't really get more difficult if the PCs are higher level, but can still be expressed in terms of level and difficulty category. The guidelines explain how to select a level and category of difficulty. For instance, climbing a rope that's hanging in mid-air is a level 1 task, so it's normally a high DC (14), but it might have a low DC (12) if you can brace yourself against a wall while climbing through a narrow area, and maybe even a trivial DC (10) if you can brace against two walls. Because static DCs don't increase as the PCs advance in levels, eventually low-level static tasks will become nearly automatic for them. We give guidelines here for GMs crafting their own adventures, but it's ultimately up to them what level and DC tasks are. (In published adventures, this information is still provided.)

As you can see, the rules for DCs intentionally put far more choice in your hands as the GM. Rather than having a long list of DCs and modifiers pre-defined, we wanted to let the GM assess the particulars of any given situation and then use some simple tools to set the DC, rather than needing to calculate a DC based on rules that aren't always exactly suitable to the challenge facing the players.

This section also speaks to some particular categories of skill DCs for crafting, gathering Information, performing for an audience, practicing a trade with Lore, recalling knowledge with skills like Arcana or Lore, or training an animal.
回报Rewards

    本节包含一些与Doomsday Dawn{是不是新模组}没有直接关系的规则,但我们仍然希望那些想要在游戏测试阶段创造自己的战役的人们了解并使用它们。其中之一是关于经验值的规则,这包括结团时的XP奖励,包括未遭遇或未发生危险的情况。如前所述,玩家通常需要1,000XP才能升级,但你也可以改为800或1,200来改变他们的升级速度。假如你在测试你自己的战役,你可能会选择800XP升级制来获得更多等级的游戏体验。
剧透 -   :
This section contains some rules not directly related to Doomsday Dawn, but that we want people to take a look at and use if they create their own campaigns during the playtest. One thing that shows up is rules on awarding Experience Points. This includes XP awards for accomplishments, so that you'll have guidance for when the group pulls off important tasks that aren't encounters or hazards. As noted previously, it normally takes 1,000 XP to level up, but there are also options for varying the players' advancement speed by having a new level every 800 XP or 1,200 XP. If you're playtesting your own campaign, you might want to have characters level up every 800 XP so you get a chance to playtest more levels of the game!
环境和危害Environment and Hazards

    GM章节的最后一部分简要总结了环境和危害相关规则(如陷阱,环境危险和作祟)。 这些在Pathfinder Playtest Bestiary中有更详细的介绍。 它们将最终成为PF二版CRB的一部分,但游戏测试规则手册没有足够的空间用于所有东西!

    你是否期待游戏测试? 你希望看到哪些变化? 你打算跑Doomsday Dawn,还是尝试一些自己的冒险? 在评论中发出你们的声音!
剧透 -   :
The last section of the Game Mastering chapter briefly summarizes environments and the rules for hazards (such as traps, environmental dangers, and haunts). These are covered in more detail in the Pathfinder Playtest Bestiary. They'll be in the final version of Pathfinder Second Edition's core rulebook, but the Playtest Rulebook didn't have quite enough space for the whole thing!

Are you looking forward to GMing playtest games? What changes are you hoping to see? Are you going to run Doomsday Dawn, or try some of your own adventures too? Sound off in the comments!
Logan Bonner
Designer
« 上次编辑: 2018-07-22, 周日 09:47:42 由 连桑 »
更好的美工、格式、翻译、润色建议随时欢迎。