作者 主题: 【Unchained】修订版动作系统(Revised Action Economy)  (阅读 19170 次)

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离线 白猫

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修订版动作系统(Revised Action Economy)
 
Pathfinder角色扮演游戏的预设动作系统很错综复杂——充满了例外,不是动作和奇怪的动作。这个修订版的动作系统简化了战斗遭遇的过程。在很多方面,这是一个更加活跃的系统,它允许低等级角色在一轮中拥有更多选项,同时稍微地限制了高等级角色在他们的回合中可以做多少事。
 
在此系统中,角色轮到她的回合时可采取3个行动(act);这些行动可以单独作为简易动作来执行(simple action),也可以组合成进阶动作(advanced action)。当不是她的回合时,一个角色每轮可以使用一次反应(reaction)。在此动作系统中,多次攻击已经被抛弃了。相反,任何角色在轮到她时都可以进行多次攻击,只需采取多次动作即可。
 
概观(Overview)
为了说明此系统,我们从先攻检定开始,接着是遭遇的回合(turn)和轮。
 
先攻(Initiative)
在战斗开始时,每个参与者都像平常一样进行先攻检定。角色在突袭轮或战斗的第一轮进行行动之前为措手不及。
 
突袭轮(Surprise Round)
当战斗开始时,如果只有部分的参与者意识到他们的对手,那么在战斗的第一轮之前会发生突袭轮。那些意识到的人可以在突袭轮中采取2次行动,并在该轮结束时获得反应。如果所有的战斗人员都意识到他们的对手,那就跳过突袭轮。
 
你的回合(Your Turn)
当先攻顺序轮到你的回合时,你可以采取最多3次行动。有时候,行动是作为简易动作单独地执行,而其他时间可以将两个或更多的行动结合作为一种进阶动作。你可以按照你选择的任何顺序执行这些简易和进阶动作,除非个别动作的规则另有说明。你也可以采取一些你的GM认为合适的自由动作。一旦你完成了3次行动和你想要采取的任何自由动作后,你的回合就结束了。一旦你的回合结束,你就可以在下一回合开始前获得一个反应。(有些能力给予额外的反应; 请参阅最后注意事项。)
 
当先攻顺序轮到你的回合时,你可以选择延迟。当你延迟时,你不能采取行动。你保留自你上一回合以来没有使用过的任何反应,但不会再获得更多的反应。在另一名战斗人员的回合结束后,你可以选择结束延迟并重新输入进入先攻顺序中。当你这样做时,你的先攻直接改变到在上一个行动的生物回合之后。
 
别人的回合(Others' Turns)
反应就像动作一样,但只有当它们被触发时才会被执行,而且只有在其他人物的回合。通常,反应是被其他战斗人员采取的行动所触发的。例如,你可能会采取的最常见的反应就是借机攻击:当你的威胁范围内的敌人失去警惕时,你可以进行的攻击(通常是移动,进行远程攻击或尝试进行他缺乏适当训练的复杂攻击)。一些反应可能会触发借机攻击——反应的子类型,如果有的话,决定它是否会触发借机攻击。
 
其他时候,发生在你身上的事情可能会给予你采取反应的能力。在预设的动作系统中,用作直觉动作的法术和能力在此系统中为反应。例如,法术羽落术在预设的动作系统中被施放为直觉动作——在此系统中,这是一种反应。
 
动作类型和子类型(Action Types and Subtypes)
本部分描述游戏中的各种动作,其在本系统中的花费以及有关每种动作的新规则。边栏强调了例外情况,并帮助您判断本章节未直接解决的情况。
 
在轮到你的回合时,你有许多不同的简易动作,自由动作以及进阶动作可以采取。采取简易动作需要1个行动。自由动作不需要花费任何行动;你只需要说你想要采取它们,尽管有些必须与其他简易或进阶动作一起使用。此外,GM可能会限制你的回合可允许的自由动作数量。
 
进阶动作比较复杂;你必须采取2个或更多行动来执行。某些进阶动作需要的行动超过你在单一回合中可采取的行动数量。在这种情况下,你必须在多个回合内继续采取行动执行该进阶动作,直到进阶动作完成。要使用大部分的进阶动作,你必须连续采取所有需要的行动。如果你停止对该进阶动作采取行动,它永远不会完成,且必须重新开始才能有成功的机会。其他进阶动作可以在采取需要的行动总数之后完成,这些行动可以分散到不同回合中。在这两种情况下,任何试图确定进阶动作是否成功的掷骰,在该生物进行完进阶动作需要的适当数量的行动中的最后一个行动后,掷骰。如果进阶动作没有说明是否需要连续或不连续的行动,则其所有行动必须是连续的。
 
一些动作和反应具有以下一种或多种子类型。这些子类型具有不同主题,有时候会影响后来在回合中采取的其他动作,并且用来确定动作是否(以及在什么时候)触发借机攻击。
 
攻击动作(Attack Actions):攻击子类型的动作涉及向对手或物体进行至少一次攻击检定。它们通常只有在攻击是远程攻击,或者你没有合适的专长来进行攻击而不触发借机攻击时,会触发借机攻击,例如没有精通徒手打击的徒手打击或没有精通绊摔的尝试绊摔。在后一种情况下,该动作只会触发你目标生物的借机攻击。当攻击动作触发借机攻击时,借机攻击是在发动攻击检定之前进行。
 
在你的回合,你第一次采取这个子类型的动作时,你像平常一样进行攻击检定。在你的回合中,随后的每次攻击动作会对攻击检定或战技检定累积-5点减值(因此第二次攻击动作的攻击检定有-5减值,第三次有减值-10等等) 。
 
复杂动作(Complex Actions):这些动作涉及高度集中,对物体进行费力的物理操作,或其他复杂的来源。复杂动作总是会触发借机攻击,在执行复杂动作之前进行。发生在多个回合(无论是否连续)上的复杂动作,会在每一回合的行动都完成时触发借机攻击。
 
移动动作(Move Actions):这些动作涉及以某种方式在遭遇区域中移动。当你试图在敌人的威胁范围离开,或者在敌人的威胁范围从俯卧状况站立时,移动子类型的动作会触发借机攻击。并非所有允许你移动的动作都具有移动子类型。例如,五呎快步是一种非常缓慢和谨慎的移动,却没有这个子类型,因此当你在受威胁范围采取该动作离开时,不会触发借机攻击。
 
没有子类型的动作(Actions without a Subtype):没有子类型的动作不会触发借机攻击。
 
简易动作(Simple Actions)
以下是一些更常见的动作。要采取其中任何一项,你只需要采取一个行动(尽管在特殊情况下可被作为自由动作)。
 
援助他人:你采取援助他人动作。此动作包含你所援助的动作的所有子类型。
 
估价一件物品
:你花时间用你的理解估价可以看到的一件物品。如果你拿着该物品,则在检定中获得+2加值,并且此动作具有复杂子类型。

引述: 边栏
双武器战斗和疾风连击(Two-Weapon Fighting and Flurry of Blows)
当你用副手的第二个武器或双头武器战斗时,你可以用你的回合中的第一次攻击简易动作进行两次攻击:一次是你的主手和另一次是你的副手。你在这些攻击检定上受到减值,如:Pathfinder RPG核心规则手册中的双武器战斗减值表格所列。在你的回合中你采取的任何其他攻击简易动作只允许一次攻击检定,使用主手中的武器或副手中的武器。
 
如果你有精通双武器战斗专长,你可以用你的回合中的第一次和第二次攻击简易动作进行两次攻击;第二次攻击动作的两次攻击都是-5点减值。在你的回合中你采取的进一步攻击简易动作只允许一次攻击检定,使用主手中的武器或副手中的武器。
 
如果你有高等双武器战斗专长,你可以在你的每次攻击简易动作进行两次攻击,你遭受双武器战斗的所有正常减值,还有每次攻击简易动作累积的-5点减值(作为同一攻击动作的一部分进行的所有攻击,都具有相同的减值)。
 
疾风连击职业能力以类似的方式作用。1级时,在回合中你可在第一次攻击简易动作上承受-2点减值,进行额外一次攻击。8级时,在回合中你可在第一次和第二次攻击简易动作上承受-2点减值,进行额外一次攻击。15级时,在回合中你可在每次攻击简易动作上承受-2点减值,进行额外一次攻击。当然,你必须承受与这些攻击有关的所有减值。

攻击(攻击):你在近战范围内(如果进行近战攻击)或射程内(如果进行远程攻击)对单个敌人进行一次或多次攻击。
 
冲撞(攻击):你将一个体型最多只比你大一级的敌人往后推。尝试一次冲撞战技检定。如果你成功了,你将敌人往后推5呎。你的检定每超过敌人的CMD 5点时,你将这个敌人往后推额外5呎。如果你有必要,可以选择与目标一起移动。除非你拥有高等冲撞专长,否则敌人的移动不会触发借机攻击。
 
施放迅捷法术:你施放或使用施法时间为1个迅捷动作的单一法术或单一类法术能力。
 
控制一个受惊的坐骑(复杂):你试图控制一个没有经过战斗训练的坐骑。如果你的骑术检定失败,直到下一回合前你不能再次尝试。
 
爬行(移动):俯卧时爬行5呎。
 
挫败士气:你向30呎内可以看到并听到你的声音的敌人发出威胁,试图挫败他们。
 
导向或重新导向一个法术:如果一个法术允许你将一个效果重新导向到一个新的目标,你可以采取此动作。
 
卸武(攻击)
:你试图卸武你的敌人。如果你的卸武战技检定成功,你的敌人丢弃一件你选择的携带或持有物品(即使它是用双手握住物品)。如果你超过敌人的CMD 10点或更多,敌人丢弃两项你所选择的物品。如果你的战技失败10点或更多,你会丢弃任何你用来卸武敌人的武器。
 
解消法术
:你解消了一个可解消法术的效果。
 
拔出或收回武器:你拔出或收回武器。如果你的基础攻击加值为+0,此动作会触发借机攻击。
 
挣脱擒抱
:你试图通过尝试逃脱检定或战技检定来挣脱或获得对擒抱的控制。在你的回合中第二次采取此动作时,你在检定上受到-5点减值。第三次,你在检定上受到-10点减值。
 
虚招(攻击)
:你使用唬骗来尝试向对手虚招。如果你成功了,对手在本回合中对抗你进行的下一次攻击时失去AC的敏捷加值。如果你拥有精通虚招专长,则此动作不具有攻击子类型。
 
驯养一只动物
:你通过尝试一次驯养动物检定,命令一只动物执行牠所知道的技巧。有些职业能力让角色用自由动作来尝试。
 
使用火柴或明火点燃火把:你用火柴或明火点燃火把。
 
装填手弩或轻弩(复杂):你用弩矢装填手弩或轻弩。如果你有欲装填武器的快速装填专长,这是一个自由动作。
 
降低或重新启动法术抗力:你降低任何启动的法术抗力,或重新启动已降低的法术抗力。
 
操作一件物品(复杂)
:你可以拿取身上的背包,腰包,口袋或其他类似容器中的物品;拿起一件物品;或移动一个重物。有时,GM可能会判定操作一件物品是一个进阶动作,并决定必须采取成功的行动数量。根据你想要做的事情,这些动作可能需要连续采取。
 
移动(移动)
:你移动最多你的速度的距离。通常情况下,你可以步行或冲刺(sprint)来穿越陆地,但是这也涵盖其他移动模式,包括掘地,飞行,跳跃和游泳。
 
上下坐骑(移动)
:上下坐骑。你可以通过尝试DC 20的骑术检定来用自由动作执行此动作;失败意味着你触发借机攻击。
 
开门或关门:你打开或关闭触及范围内的门(不包括触及武器的延伸范围)。你必须至少有一只手才能采取此动作。
 
闯越(攻击)
:你移动最多你的速度的距离,在此动作的过程中,你尝试穿过一个敌人的占据,此敌人的体型最多大于你一级。当试图移动通过你的敌人的占据时,你的敌人可以选择让你通过并让你继续你的移动。如果敌人不选择或不能让你移动过去,你需进行闯越战技检定。如果你成功了,你会穿过目标的占据。如果你的检定超过你的敌人的CMD 5点或更多,你穿过目标的占据并且目标被击倒。如果目标拥有两条以上的腿,则对于其拥有的每条额外的腿,在CMD上获得+2的对闯越战技加值。如果你的检定失败,你的移动会停在对手前方的方格中。
 
准备一个简易动作或进阶动作
:你准备一个简易动作或进阶动作,并且在下一回合开始之前将其作为一个反应。你必须为该反应指定一个明确的触发条件(例如「如果敌人攻击我」,「如果敌人施放法术」,或「如果敌人移动到邻接我」),并且你必须有足够的行动来完成你准备好的动作。一旦你准备好了一个动作,你的回合就结束了。如果你在下一回合开始前,没有触发你准备作为反应的动作,你会失去该反应。
 
准备或卸下盾牌
:你可以将盾牌在你的前臂上装紧握住,以在AC上获得盾牌加值,或者松开并卸下盾牌。如果你的基本攻击加值为+1或更高,那么当你采取移动简易动作时,你可以将其中一项作为自由动作。
 
搜索:你使用察觉来搜索房间中的隐藏生物或线索,或者对10呎方格的区域进行详细搜索,来侦测陷阱,触发器,隐藏物体或脚印。当你搜索区域时,此动作具有复杂子类型。
 
法术战斗(攻击,复杂):你用轻型或单手近战武器进行一次攻击检定,然后施放一个在魔战士法术列表上,施法时间为1个标准动作的法术。你在近战攻击遭受-2点减值,但无论攻击是否命中,法术都会施放。如果你防御式施法,则可以从攻击检定的结果中减去你的智力加值,在专注检定中增加相同的环境加值。你必须拥有法术战斗职业能力才能采取此动作,并且每回合只能采取一次此动作。要采取此动作,你必须有一只手空闲。你不能在本回合中再采取以下动作:施放标准动作的法术或施放1轮的法术。
 
站起来(移动):你从俯卧中站起来。
 
5呎快步:你移动5呎。
 
破武(攻击):你试图破武敌人所持有或穿戴的物品。尝试一次破武战技检定。如果你成功,你会对物品正常地造成伤害。从其生命值中减去超过物品硬度的伤害。如果一个物体的剩余生命值小于或等于它的一半,它获得破损状态。如果你造成的伤害将物体减少到0或更少的生命值,你可以选择摧毁物体。如果你选择不摧毁它,则该物体仅剩1点生命值。

 绊摔(攻击):你试图绊摔你的对手。尝试对一个体型最多大于你一级的敌人进行绊摔战技检定。如果你成功了, 你可以击倒目标。如果你失败10点或更多,反是你被击倒。如果目标拥有两条以上的腿,则对于其拥有的每条额外腿,在CMD上获得+2的对绊摔战技加值。
 
使用迅捷能力:你使用一种可以作为迅捷动作的能力。
 
进阶动作(Advanced Actions)
以下是此系统中主要进阶动作的列表。采取每项进阶动作所需的行动数量在括号中,动作的子类型(如果有)后面列出。
 
对无意识的生物灌用药剂或灵药,或者涂油(复杂; 3行动):你小心地将一瓶药剂或灵药灌给无意识的生物,或者将一罐油涂抹到无意识的生物身上。

 估价宝藏堆(3行动):你检查一个宝藏堆,以确定宝藏堆中最有价值的物品。
 
施放1轮动作法术(复杂; 3行动):你施放施法时间为1轮的法术。你可以将这些行动分散到两轮中,但这此两轮必须连续。如果你在1回合中施放了整个法术,则可以选择在该回合结束时或你的下一回合开始时显现该法术的效果。这不是攻击动作,即使该法术需要远程攻击检定。如果你在施放法术时触发借机攻击,则在进行远程攻击检定时不会再次触发攻击。
 
施放标准动作法术(复杂; 2行动):你施放施法时间为1标准动作的法术。这不是攻击动作,即使该法术需要远程攻击检定。如果你在施放法术时触发借机攻击,则在进行远程攻击检定时不会再次触发攻击。
 
冲锋(移动; 2行动):你朝视线内的指定敌人直线移动两倍速度距离,在你可以攻击敌人的最近空间中结束移动。你必须对你的敌人有明确的路径。如果有任何东西阻碍或阻止你沿着冲锋路径移动,你不能采取冲锋动作。只要你的基本攻击加值+1或更高,你就可以在冲锋过程中的任何时刻以一个自由动作抽出武器。在冲锋结束时,你在任何近战攻击,冲撞战技检定或闯越战技检定上都会获得+2加值,直到你的回合结束,只要那些攻击或战技是针对你在冲锋时指定的生物。

 专注以维持一个正在生效的法术(2行动):你专注以维持一个正在生效的法术。

 继续擒抱(2行动):你继续擒抱。如果你开始了擒抱,你必须在随后每回合开始时采取此动作,或者以自由动作结束擒抱。当你采取此动作时,你尝试一次+5加值的擒抱战技检定。如果你成功了,你可以移动,造成伤害,或者压制你正在擒抱的生物。或者,你可以尝试用绳子捆住生物。
 
移动:如果你决定在擒抱后立即移动你的目标,你可以采取移动简易动作并移动你正在擒抱的生物。在该移动动作结束时,你可以将目标放置在与你邻接的任何空间中。如果你试图将你的敌人置于危险位置中,目标可以作为反应尝试从擒抱中释放自己,并在该次尝试中获得+4加值。
 
伤害:如果你决定伤害你的对手,你造成的伤害量等于你的徒手打击,天武攻击,甲刺或者正在持握的轻型或单手武器。你可以选择此伤害为致命或非致命。
 
压制:如果你决定压制目标,目标会陷入压制状态。你继续陷入擒抱状态,但是失去AC的敏捷加值,直到你不再压制目标为止。
 
捆住被擒抱或压制的生物:如果你手中有绳子,并且你正擒抱或压制敌人,你可以在-10减值下尝试擒抱战技检定来捆住敌人。如果你成功了,绳子就会压制此生物,直到绳子被移除,或者被压制的敌人在战技检定或逃脱检定中成功(DC = 20 + 你的CMB)。
 
发动致命一击(复杂; 3行动):你使用近战武器向一名没有免疫重击的无助敌人发动致命一击。你也可以使用远程武器,但你必须邻接敌人。当你采取此动作时,你 自动击中并确认一次重击。如果敌人在受到伤害后幸存,则必须通过强韧豁免(DC = 10 + 造成的伤害)否则死亡。
 
检测伪造(3行动):你使用语言学检查单一页面来检测伪造。
 
阴招(战斗; 2行动):你尝试一次阴招战技检定。如果你成功了,目标会获得以下状态之一:目盲、目眩、耳聋、纠缠、战栗或恶心。此状态持续1轮。你的检定每超过敌人的CMD 5点时,该状态额外持续1轮。目标或与目标邻接的盟友可以通过采取1行动来移除该状态。去除阴招所导致的状态不会触发借机攻击。

 解除装置(复杂; 至少3动作):你尝试开锁或解除其他装置。使用此动作的每一轮中,你都必须采取3个行动。根据装置的性质,这些行动可能需要也可能不需要连续。例如,用于开锁或解除陷阱的行动几乎总是连续。GM可能会裁定一些复杂的装置需要超过3次行动来解除;例如,一个复杂的奥术机器将在1分钟内造成毁灭性的灾难,可能需要10次行动才能解除,尽管行动可能不需要连续。
 
拖拽(战斗; 2行动):你试图沿着直线拖拽一个体型最多大于你一级的敌人5呎或更远。尝试一次拖拽战技检定。如果你成功了,你向一个方向移动5呎,并且你的对手随你移动,保持与你邻接。你的战技检定每超过敌人的CMD 5点时,你可以向同一方向移动额外5呎。你无法使用此进阶动作将生物拉到比你的速度更远的距离。除非你拥有高等拖拽专长,否则目标的移动不会触发借机攻击。
 
饮用液体或涂抹油(复杂; 2行动):你饮用药剂,灵药或其他液体,或者涂抹油,当饮用或涂抹完成时,获得该液体或油的效果。
 
逃脱补网(复杂; 2行动):你尝试纠缠住你的补网。尝试DC 20的逃脱检定;如果你成功了,你从网中逃脱。
 
熄灭火焰(复杂; 2行动):在着火时,你可以在地面上滚动或用斗篷或类似物体闷熄火焰,以尝试另一次+4加值的豁免检定。如果豁免检定成功,你不再着火。

 追踪痕迹(至少3行动):你使用生存追踪痕迹。这需要至少3次连续的行动,并且可能需要更多,这由GM决定。如果你失去了踪迹,则需要更长的时间才能再次尝试。
 
发动擒抱(攻击; 2行动):你对近战范围内的生物发动擒抱。
 
点燃一支火把(复杂; 3行动):你用燧石和铁片点燃火把。
 
装填重弩或连发重弩(复杂; 2行动):你用弩矢装填重弩,或将装有5发弩矢的弹匣安装进连发重弩中。
 
装载单手早期火器(复杂; 2行动):你装载单手早期火器的单一枪管。如果你有该火器的快速装填专长,这可以降低为一个简易动作。
 
装载双手早期火器(复杂; 3行动):你装载双手早期火器的单一枪管。如果你有该火器的快速装填专长,则只需采取两次行动来装填该火器。
 
锁定或解锁锁定带锁钢手套中的武器(复杂; 2行动):你可以将武器锁定在带锁钢手套中,或解锁已锁定在带锁钢手套上的武器。
 
进行全部的天武攻击(攻击; 3 行动):一个只使用天武攻击的生物可以用此动作进行所有的天武攻击,取代用攻击简易动作进行单独的攻击。

 准备一个作为溅射武器的油瓶(复杂; 2行动):你准备一个带有导火索的油瓶,这样你就可以把它当作溅射武器丢出。

 提供急救,治疗伤害或治疗中毒(复杂; 2行动):你使用医疗技能来提供急救,治疗伤害或治疗中毒。

 强迫动物(3行动):你尝试一个驯养动物检定来让动物去执行一个它不知道的但是在身体上有能力做的技巧,或者将动物强迫到极限。如果动物造成承受了生命值伤害,非致命伤害或属性伤害,则此检定的DC增加2点。拥有动物伙伴的角色,例如德鲁伊或游侠,可以用简易动作强迫他们的动物伙伴。

 移位(战斗; 2行动):你尝试对一个体型最多大于你一级的敌人进行移位战技检定。如果你成功了,你迫使敌人移动5呎。你的检定每超过敌人的CMD 5点时,你可以将该目标额外移动5呎。当你移位目标时,他必须全程待在你的威胁范围内,除了最后5呎的移位移动可位于与你威胁范围邻接的方格。

引述: 边栏
转换其他动作(Converting Other Actions)
虽然本节中的动作列表很长,并涵盖了游戏中的大部分主要动作,但并非详尽无遗。还有很多动作没有被涵盖到。以下是将那些动作从预设动作系统中,转换为此系统的动作的指导原则。
 
自由动作总是自由动作(Free Actions Are Always Free Actions):在预设动作系统中的自由动作,在此系统中依然是自由动作。自由动作通常不具有子类型,因此不会触发借机攻击。请记住,一些自由动作与其他动作一起使用——在此系统中仍然如此。要使用这种自由动作,你必须先采取需要的其他动作。
 
迅捷动作总是简易动作(Swift Actions Are Always Simple Actions):在预设动作系统中的迅捷动作,在此系统中总是简易动作。你只需要采取一行动即可执行该动作。在极少数情况下,GM可能将特定的迅捷动作限制为每回合一次。
 
移动动作总是简易动作(Move Actions Are Always Simple Actions):在预设动作系统中的移动动作,在此系统中总是简易动作。
 
标准动作攻击通常是简易动作(Standard-Action Attacks Are Typically Simple Actions)
:在预设动作系统中,大多数涉及攻击检定或战技检定的标准动作,在此系统中为简易动作。对于无法取代全力攻击动作中一次攻击的战技,和其他复杂的攻击,请考虑让那些攻击动作需要进一步的连续行动才能完成。查看战技,例如拖拽,擒抱以及移位来作为这类动作的范例。
 
标准动作的超自然和类法术能力是进阶动作(Standard-Action Supernatural and Spell-Like Abilities Are Advanced Actions)
:通常,这些动作是需要2次动作的进阶动作。超自然能力往往没有子类型(除非它们涉及移动或攻击,在这种情况下,可能适合将这些子类型授予给它们),而类法术能力通常具有复杂子类型。
 
整轮动作是进阶动作(Full-Round Actions Are Advanced Actions):整轮动作几乎总是进阶动作,需要采取连续3行动。(不需要3次行动的范例请参阅冲锋进阶动作。)

奔跑(移动; 3行动):你直线移动四倍速度距离。当你这样做时,你在你的下一回合之前失去AC的敏捷加值。
 
你可以奔跑的轮数等同于你的体质值;超过的每轮之后,你必须通过体质检定才能继续奔跑(DC = 10,每次检定后DC+1)。如果你失败了,你停止奔跑并且在等同于10 - 你的体质加值(最低1分)的分钟内陷入恍惚。

 巧手(复杂; 2行动):你使用巧手来藏匿一个物体或者表演一些花招。你可以承受-20点减值以一个简易动作来进行检定。在任何一种情况下,如果你的检定失败5点或更多,你会触发任何你想用此动作偷取物品的生物的借机攻击。
 
法术打击 (复杂; 2行动):你从魔战士法术列表中施放范围为接触的法术,但取代进行接触攻击,而是使用正在持用的武器进行近战攻击。如果攻击命中,该攻击会造成正常伤害以及法术的任何效果。你必须拥有法术打击职业能力才能采取这一行动。

 盗取(战斗; 2行动):你向近战范围内的敌人进行盗取战技检定(不包括触及武器的延伸范围)。你必须至少有一只手空闲,并且在尝试检定之前必须选择要偷取的物品。紧紧系在敌人身上的物品可以使对手在对抗此尝试的CMD获得+5(或更高)的加值,牢固地穿戴的物品不会被这种方式偷走。如果你成功了,你从对手那里偷走你选择的物品。
 
全防御(2行动):你专注于防守而不是攻击。在你的下一回合开始之前,你不能采取攻击子类型的动作,并且你在AC上获得+4闪避加值。如果你在回合内已经采取过一次攻击动作,你在AC上只获得+2闪避加值。如果你的特技至少有3级,这些加值分别增加到+6和+3。
 
使用口令型物品(2行动):你使用口令启动一个魔法物品。
 
使用法术完成型物品(复杂; 2行动):你使用法术完成型物品来施放施法时间为1标准动作的法术。这不是攻击动作,即使该法术需要远程攻击检定。如果你在施放法术时触发借机攻击,则在进行远程攻击检定时不会触发攻击。

 使用法术触发型物品(2行动):你使用法术触发型物品施放法术。这不是攻击动作,即使该法术需要远程攻击检定。如果你在施放法术时触发借机攻击,则在进行远程攻击检定时不会触发攻击。
 
使用标准动作的超自然能力(2行动):你使用在预设动作系统中为标准动作的超自然能力。
 
对最多六个盟友使用接触法术(复杂; 3行动):如果你施放允许你在多个回合中触摸目标的法术,此动作可以让你在近战范围内触摸最多六个自愿生物(不包括触及武器的延伸范围)。
 
自由动作(Free Actions)
除非在动作描述中另有说明,否则只有在你的回合时才可以采取自由动作。从理论上讲,你可以随心所欲地采取尽可能多的自由动作,但GM可能会对自由动作设定合理限制。例如,虽然说话是一种自由动作,但由于一轮只有6秒长,所以你的GM可能会阻止你在回合中(或回合之间)拼命谩骂,甚至可能会规定如果你正在施放一个相当复杂,带有语言成分的法术时,你无法在口头上警告你的同伴有一些你注意到,但他们还没注意到的危险。通常情况下,此限制不应该用于装填远程武器的自由动作。
 
有时候一个自由行动规定你只能与另一个动作结合使用,或者在你回合的某个时间点。在这些情况下,你必须先采取必要的动作,然后才能采取自由动作。
 
以下是此系统的主要自由动作。
 
防御式施法:施放法术时,你可以采取自由动作来防御。你必须尝试进行专注检定(DC = 15 + 两倍法术环级)。如果你成功了,施放的该法术会失去复杂子类型。如果你失败了,你会失去该法术。

 停止专注法术:你停止专注于你施放的法术。
 
抽箭和搭箭:你抽出一把箭矢并搭到长弓或短弓上。
 
丢下一件物品:你将一个持有的物品丢下到你的方格,或你的近战范围内的一个方格中(不包括触及武器的延伸范围,除非你丢下了该武器)。
 
趴下俯卧:你在你的方格内趴下俯卧。

 防御式战斗:在你的回合开始时,你可以选择防御式战斗。当你这样做时,你在所有攻击检定上受到-4减值,但在你的下一回合开始前,AC获得+2闪避加值。如果你的特技至少有3级,闪避加值提高到+3。
 
辨识正在施放的法术 :你使用法术辨识技能来辨识正在施放的法术。与其他自由动作不同,即使不是在你的回合,你也可以采取此动作。

 准备法术成分或法术器材:在施放法术时,你准备一个材料法术成分或法术器材。如果成分或法术器材特别庞大或笨重,那么你的GM可能会判定这需要采取简易动作,或者甚至进阶动作。

引述: 边栏
最后注意事项(Final Considerations)
游戏中的一些法术和能力会给予额外的动作。两个基准能力为战斗反射专长和加速术法术。下面介绍如何在此系统中使用它们,这应该可成为如何使用类似能力的指导。
 
战斗反射:如果你有此专长,你可以在回合之间获得额外的反应,次数等同于你的敏捷加值,但是这些反应只能用来借机攻击。你获得此专长的所有其他能力。
 
加速术:在加速术的影响下,你每轮获得1个额外的行动,这只能用于攻击简易动作。这不会与任何其他可以增加每回合行动次数的效果叠加。如果你有多种效果可以给你额外的行动,你只能选择其中一种此类效果在每一回合中受益。你获得该法术的所有其他好处。

回忆知识:你尝试进行知识检定以回忆你的某个学习领域的细节,或辨识怪物及其能力。
 
说话:使用一个或多个自由动作,你只能说几句话。与其他自由动作不同,即使不是在你的回合,也可以采取此动作。
 
使用自由动作的能力:你使用在预设动作系统中为自由动作的能力。如果该能力必须作为另一项动作的一部分使用,则必须采取该动作后才能采取此自由动作。
 
反应(Reactions)
以下是此系统的主要反应。
 
完成准备的动作(可变):当你准备一个动作或进阶动作后,且你指定的触发条件发生时,你可以采取该动作。与预设动作系统不同,你在先攻顺序中的排序不会改变。此反应的子类型与准备动作的子类型相同。
 
进行借机攻击:当一个你威胁的敌人触发借机攻击时,你可以对这个敌人进行一次近战攻击。
 
使用借机攻击的次数:如果你拥有的某能力,允许你在预设动作系统中使用借机攻击的次数执行一些其他动作,那么该动作就是此系统中的反应。
 
使用直觉动作的能力:只要符合使用该能力的任何条件,就可以使用一种能够在预设动作系统中为直觉动作的能力。


prd
原文
剧透 -   :
Revised Action Economy
The default action economy of the Pathfinder Roleplaying Game is intricate—full of exceptions, nonactions, and strange actions. This revised action economy streamlines the process of combat encounters. In many ways, it's a more active system that allows lower-level characters more options in a round while slightly limiting how much higher-level characters can do during their turns.

In this system, a character can commit up to 3 acts on her turn; these can be committed individually as simple actions, or combined into advanced actions. When it's not her turn, a character can take a single reaction per round. Iterative attacks have been discarded in this action economy. Instead, any character can make multiple attacks during her turn simply by taking multiple actions to do so.

Overview
To illustrate this system, we start at the initiative check and go though the turns and rounds of an encounter.

Initiative
At the start of combat, each participant rolls an initiative check as normal. Characters are flat-footed before they act in either the surprise round or the first round of combat.

Surprise Round
When combat starts, if some but not all of the participants are aware of their opponents, a surprise round occurs before the first round of combat. Those who are aware can commit up to 2 acts during the surprise round, and gain a reaction when that round is over. If all combatants are aware of their opponents, skip the surprise round.

Your Turn
When your turn comes up in the initiative order, you can commit up to 3 acts. Sometimes, acts are committed discretely as simple actions, while other times 2 or more acts can be committed together as an advanced action. You can take these simple and advanced actions in any order you choose, except when the rules for individual actions state otherwise. You can also take a number of free actions your GM deems appropriate. Your turn ends once you have committed all 3 acts and any free actions you wish to take. Once your turn is over, you gain the ability to take one reaction before the start of your next turn. (Some abilities grant additional reactions; see Final Considerations.)

When your turn comes up in the initiative order, you can choose to delay instead. When you do, you can't commit acts. You keep any reactions you haven't used since your previous turn, but don't gain any more. At any point after another combatant has taken its turn, you can choose to end your delay and reenter the initiative order. When you do so, your initiative changes to the point in the initiative order directly after the last acting creature's turn.

Others' Turns
Reactions are like actions, but can be taken only when they are triggered, and only during other characters' turns. Usually, reactions are triggered by actions taken by other combatants. For instance, the most common reaction you'll likely take is the attack of opportunity: an attack you can make when a foe in your threatened area drops his guard (typically by moving, making a ranged attack, or attempting a complicated attack for which he lacks the proper training). Some reactions may provoke attacks of opportunity—the reaction's subtype, if any, determines whether it provokes attacks of opportunity.

Other times, something that happens to you might grant you the ability to take a reaction. Spells and abilities that are used as immediate actions in the default action economy are reactions in this system. For example, the spell feather fall is cast an immediate action in the default action economy—in this system, it's a reaction.

Action Types and Subtypes
This section describes the various actions in the game, their costs within this system, and new rules on how each one works. The sidebars throughout highlight exceptions and help you adjudicate situations that are not addressed directly in this section.

There are a number of different simple actions, free actions, and advanced actions you can take during your turn. Taking a simple action requires 1 act. Free actions don't cost any acts; you just say you want to take them, though some must be taken alongside other simple or advanced actions. In addition, the GM may limit the number of free actions you're allowed during your turn.

Advanced actions are more complicated; you must commit 2 or more acts to perform them. Some advanced actions require more acts than you can possibly commit during a single turn. In this case, you must continue committing acts toward that advanced action over multiple turns until the advanced action is complete. To take most advanced actions, you must commit all of their requisite acts consecutively. If you stop committing acts toward such an advanced action, it never comes to completion, and it must be started all over again in order to have a chance of success. Other advanced actions can be completed after committing the total requisite number of acts, which can be split up over time. In both cases, any roll attempted to determine whether an advanced action is successful is attempted after the appropriate number of acts are committed to that advanced action by the creature committing the final act. If an advanced action doesn't say whether it requires consecutive or nonconsecutive acts, all its acts must be consecutive.

Some actions and reactions have one or more of the following subtypes. The subtypes are thematic, sometimes affect other actions taken later in the turn, and are used to determine whether (and at what point) an action provokes attacks of opportunity.

Attack Actions: Actions with the attack subtype involve making at least one attack roll against an opponent or object. They typically provoke attacks of opportunity only if the attack is a ranged attack or you don't have the appropriate feat to take that attack action without provoking attacks of opportunity, such as Improved Unarmed Strike for unarmed strikes or Improved Trip for trip attempts. In the latter case, the action provokes an attack of opportunity only from the creature you target. When an attack action provokes an attack of opportunity, the attack of opportunity is made before the provoking attack roll is made.

The first time during your turn that you take an action with this subtype, you roll the attack as normal. Each subsequent attack action taken during your turn imposes a cumulative –5 penalty on the attack roll or combat maneuver check (so the second attack action has a –5 penalty on the attack roll, the third has a –10 penalty, and so on).

Complex Actions: These actions involve intense concentration, strenuous physical manipulation of objects, or some other source of complexity. A complex action always provokes attacks of opportunity, which are made before the complex action is taken. Complex actions that occur over multiple turns (whether consecutively or not) provoke attacks of opportunity on each turn that acts are committed toward their completion.

Move Actions: These actions involve moving through the encounter area in some way. Actions with the move subtype provoke attacks of opportunity when you attempt to either leave a square in an enemy's threatened area or stand up from a prone position in a space that has at least 1 square in a foe's threatened area. Not all actions that allow you to move have the move subtype. For example, a step is a very slow and careful movement that doesn't have this subtype, and thus doesn't provoke attacks of opportunity when you take that action to leave a square in a threatened area.

Actions without a Subtype: Actions without a subtype don't provoke attacks of opportunity.

Simple Actions
The following are some of the more common actions. To take any of them, you need to commit only 1 act (though some can be taken as free actions under special circumstances).

Aid Another: You take the aid another action. This action has all of the subtypes of the action you aid.

Appraise a Single Item: You spend time using your senses to appraise a single item that you can see. If you are holding the item, you gain a +2 bonus on the check and this action has the complex subtype.

Attack (Attack): You make one or more attacks against a single foe within your melee reach (if making a melee attack) or range (if making a ranged attack).

Bull Rush (Attack): You push a foe that is at most one size category larger than you straight back. Attempt a bull rush combat maneuver check. If you're successful, you push the foe back 5 feet. For every 5 by which your check exceeds your foe's CMD, you push that foe back 5 additional feet. You can choose to move along with the target if you have the necessary acts to do so. The foe's movement doesn't provoke attacks of opportunity unless you have the Greater Bull Rush Feat.

Cast a Swift Spell: You cast a single spell or use a single spell-like ability with a casting time of 1 swift action.

Control a Frightened Mount (Complex): You attempt to control a mount that's not trained for combat in battle. If you fail the Ride check, you can't try again until your next turn.

Crawl (Move): You crawl 5 feet while prone.

Demoralize: You shout threats at a foe within 30 feet that can see and hear you, attempting to demoralize it.

Direct or Redirect a Spell: If a spell allows you to redirect an effect to a new target, you take this action to do so.

Disarm (Attack): You attempt to disarm your foe. If your disarm combat maneuver check is successful, your foe drops one item of your choice that it's carrying or wielding (even if it's holding the item with two hands). If you exceed your foe's CMD by 10 or more, the foe drops two items of your choice. If you fail your combat maneuver by 10 or more, you drop any weapon you were using to disarm your foe.

Dismiss a Spell: You dismiss the effects of a dismissible spell.

Draw or Sheathe a Weapon: You draw or sheathe a weapon. If your base attack bonus is +0, this action provokes an attack of opportunity.

Escape a Grapple: You attempt to escape or gain control of a grapple by attempting either an Escape Artist check or a combat maneuver check. The second time in a turn you take this action, you take a –5 penalty on the check. The third time, you take a –10 penalty on the check.

Feint (Attack): You use Bluff to attempt a feint against an opponent. If you succeed, that opponent is denied its Dexterity bonus to AC for the next attack you make against it this turn. If you have the Improved Feint feat, this action doesn't have the attack subtype.

Handle an Animal: You command an animal to perform a trick it knows by attempting a Handle Animal check. Some class abilities let characters attempt this as a free action.

Light a Torch with a Tindertwig or Open Flame: You ignite a torch with a tindertwig or an open flame.

Load a Hand Crossbow or Light Crossbow (Complex): You load a hand crossbow or a light crossbow with a bolt. If you have the Rapid Reload feat with the weapon you are reloading, this is a free action.

Lower or Reactivate Spell Resistance: You lower any spell resistance that is active, or reactivate a spell resistance that has been lowered.

Manipulate an Item (Complex): You grab an item that is in a backpack, pouch, pocket, or other similar container on your person; pick up an item; or move a heavy object. Sometimes, the GM might rule that manipulating an item is an advanced action and determine the number of acts that must be committed to succeed. Based on what you want to do, those actions may need to be committed consecutively.

Move (Move): You move up to your speed. Typically you move across the land at either a walk or a sprint, but this covers other movement modes, including burrowing, flying, jumping, and swimming.

Mount or Dismount a Steed (Move): You mount or dismount a steed. You can do this as a free action by attempting a DC 20 Ride check; failure means you provoke attacks of opportunity.

Open or Close a Door: You open or close a door that is within your reach (not counting expanded reach from reach weapons). You must have at least one hand free to take this action.

Overrun (Attack): You move up to your speed, and over the course of this action you attempt to move through the space of a foe that is no more than one size category larger than you. When attempting to move through your foe's space, your foe can choose to allow you to pass through and let you continue your movement. If the foe doesn't choose to or can't let you move past, you attempt an overrun combat maneuver check. If you succeed, you move through the target's space. If your check exceeds your foe's CMD by 5 or more, you move through the target's space and the target is knocked prone. If the target has more than two legs, it gains a bonus to its CMD against overrun combat maneuvers equal to +2 for each additional leg it possesses. If you fail this check, your movement stops in the space directly in front of the opponent.

Ready a Simple Action or an Advanced Action: You ready a single simple or advanced action that you can take before the start of your next turn as a reaction. You must designate a definite trigger for that reaction (such as "if a foe attacks me," "if a foe casts a spell," or "if a foe moves adjacent to me"), and you must have enough acts left to complete the action you ready. Once you ready an action, your turn ends. If you don't take the action you readied as a reaction by the start of your next turn, you lose that reaction.

Ready or Drop a Shield: You either strap a shield to your arm to gain its shield bonus to AC or unstrap and drop the shield. If you have a base attack bonus of +1 or higher, you can do either of these as a free action when you take the move simple action.

Search: You use Perception to search a room for salient hidden creatures or clues, or you make a detailed search of a 10-foot-square area to detect traps, triggers, hidden objects, or footprints. When you search an area, this action has the complex subtype.

Spell Combat (Attack, Complex): You make an attack roll with a light or one-handed melee weapon, then cast a spell on the magusUM spell list with a casting time of 1 standard action. You take a –2 penalty on the melee attack, but the spell is cast regardless of whether the attack hits. If you cast the spell defensively, you can subtract your Intelligence bonus from the result of the attack roll to add the same value as a circumstance bonus on the concentration check. You must have the spell combat class feature to take this action, and can take this action only once per turn. To take this action, you must have one hand free. You can't also take the following actions this turn: cast a standard-action spell or cast a 1-round-action spell.

Stand Up (Move): You stand up from being prone.

Step: You move 5 feet.

Sunder (Attack): You try to sunder an item held or worn by your foe. Attempt a sunder combat maneuver check. If you succeed, you deal damage to the item normally. Damage that exceeds the item's hardness is subtracted from its hit points. If an object has less than or equal to half its total hit points remaining, it gains the broken condition. If the damage you deal reduces the object to 0 or fewer hit points, you can choose to destroy the object. If you choose not to destroy it, the object is left with only 1 hit point.

Trip (Attack): You try to trip your opponent. Attempt a trip combat maneuver check against a foe that is no more than one size category larger than you. If you succeed, you knock the target prone. If you fail by 10 or more, you are knocked prone instead. If the target has more than two legs, it gains a +2 bonus to its CMD against this attempt for each additional leg it possesses.

Use a Swift Ability: You use a single ability that can be used as a swift action.

Advanced Actions
The following is a list of the main advanced actions in this system. The number of acts required to take each advanced action is listed in parentheses after the action's subtype (if any).

Administer a Potion or Elixir, or Apply an Oil, to an Unconscious Creature (Complex; 3 Acts): You carefully administer a potion or elixir, or apply an oil, to an unconscious creature.

Appraise a Hoard (3 Acts): You examine a treasure hoard to determine the most valuable item in the hoard.

Cast a 1-Round-Action Spell (Complex; 3 Acts): You cast a spell with a casting time of 1 round. You can split the acts over 2 rounds, but those rounds must be consecutive. If you cast the entire spell in 1 turn, you can choose to have the spell's effects manifest at the end of that turn or at the start of your next turn. This isn't an attack action, even if the spell requires a ranged attack roll. If you provoke attacks of opportunity when casting the spell, you don't provoke attacks a second time when making the ranged attack roll.

Cast a Standard-Action Spell (Complex; 2 Acts): You cast a spell with a casting time of 1 standard action. This isn't an attack action, even if the spell requires a ranged attack roll. If you provoke attacks of opportunity when casting the spell, you don't provoke attacks a second time when making the ranged attack roll.

Charge (Move; 2 Acts): You move twice your speed directly toward a designated foe within your line of sight, ending the move in the closest space from which you can attack that foe. You must have a clear path to your foe. If anything hinders or blocks your movement along the path of a charge, you can't take the charge action. As long as you have a base attack bonus of +1 or higher, you can draw a weapon as a free action at any point during the charge. At the end of the charge, you gain a +2 bonus on any melee attacks, bull rush combat maneuver checks, or overrun combat maneuver checks you attempt until the end of your turn, as long as those attacks or combat maneuver checks are made against the creature you designated when you charged.

Concentrate to Maintain an Active Spell (2 Acts): You concentrate to maintain an active spell.

Continue a Grapple (2 Acts): You continue a grapple. If you initiated the grapple, you must either take this action at the start of each subsequent turn or end the grapple as a free action. When you take this action, you attempt a grapple combat maneuver check with a +5 bonus. If you're successful, you can either move, deal damage to, or pin the creature you are grappling. Alternatively, you can attempt to tie up the creature with a rope.

Move: If you decide to move your target, immediately after the grapple, you can take a move simple action and move the creature you are grappling with you. At the end of that move action, you can place your target in any space adjacent to you. If you attempt to place your foe in a hazardous location, the target can attempt to free itself from the grapple as a reaction, and gains a +4 bonus on that attempt.

Damage: If you decide to damage your opponent, you deal an amount of damage equal to that of your unarmed strike, natural attack, armor spikes, or a light or one-handed weapon you are holding. You can choose to make this damage either lethal or nonlethal.

Pin: If you decide to pin your target, the target gains the pinned condition. You continue to have the grappled condition, but lose your Dexterity bonus to AC until you are no longer pinning the target.

Tie Up a Grappled or Pinned Creature: If you have a rope in your hands, and you are grappling or pinning a foe, you can attempt a grapple combat maneuver check at a –10 penalty to tie up that foe. If you're successful, the ropes pin the creature until they are removed or the pinned foe succeeds at a combat maneuver check or Escape Artist check (DC = 20 + your CMB).

Deliver a Coup de Grace (Complex; 3 Acts): You use a melee weapon to deliver a coup de grace to a helpless foe that isn't immune to critical hits. You can also use a ranged weapon, but you must be adjacent to the foe. When you take this action, you automatically hit and confirm a critical hit. If the foe survives the damage, it must succeed at a Fortitude save (DC = 10 + the damage dealt) or die.

Detect Forgery (3 Acts): You use Linguistics to examine a single page to detect a forgery.

Dirty Trick (Combat; 2 Acts): You attempt a dirty trick combat maneuver check. If you're successful, the target gains one of the following conditions: blinded, dazzled, deafened, entangled, shaken, or sickened. This condition lasts for 1 round. For every 5 by which your combat maneuver check exceeds the target's CMD, the condition lasts for 1 additional round. The target or an ally adjacent to the target can remove the condition by committing 1 act. Removing a condition applied by a dirty trick does not provoke attacks of opportunity.

Disable Device (Complex; At Least 3 Acts): You attempt to unlock a lock or disable another device. For every round the action takes, you must commit 3 acts. These acts may or may not need to be consecutive based on the nature of the device. For example, acts committed to open a lock or disable a trap must nearly always be consecutive. The GM may rule that some complex devices take more than 3 acts to disable; for example, a complex arcane machine that will cause a devastating calamity in 1 minute could take 10 acts to disable, though the acts may not need to be consecutive.

Drag (Combat; 2 Acts): You try to drag a foe that is no more than one size category larger than you 5 or more feet in a straight line. Attempt a drag combat maneuver check. If you succeed, you move 5 feet in one direction, and your opponent moves with you, staying adjacent to you. For every 5 by which your combat maneuver check exceeds the target's CMD, you can move 5 additional feet in the same direction. You can't drag a creature a distance greater than your speed with this advanced action. The target's movement does not provoke attacks of opportunity unless you have the Greater Drag feat.

Drink a Liquid or Apply an Oil (Complex; 2 Acts): You drink a potion, elixir, or another liquid, or apply an oil, gaining that liquid or oil's effects when the drinking or application is complete.

Escape from a Net (Complex; 2 Acts): You attempt to escape from a net entangling you. Attempt a DC 20 Escape Artist check; if you succeed, you escape from the net.

Extinguish Flames (Complex; 2 Acts): When on fire, you can roll on the ground or smother the fire with cloaks or similar objects to attempt another saving throw with a +4 bonus. If the saving throw is successful, you are no longer on fire.

Find Tracks (At Least 3 Acts): You use Survival to find tracks. This requires at least 3 consecutive acts and may take more, as determined by the GM. If you lose a trail, it takes longer to try again.

Initiate a Grapple (Attack; 2 Acts): You initiate a grapple against a creature within your melee reach.

Light a Torch (Complex; 3 Acts): You light a torch with a flint and steel.

Load a Heavy or Repeating Crossbow (Complex; 2 acts): You load a bolt in a heavy crossbow or place a new case of 5 bolts into a repeating crossbow.

Load a One-Handed Early Firearm (Complex; 2 Acts): You load a single barrel of a one-handed early firearm. If you have the Rapid Reload feat for that firearm, this is reduced to a simple action.

Load a Two-Handed Early Firearm (Complex; 3 Acts): You load a single barrel of a two-handed early firearm. If you have the Rapid Reload feat for that firearm, you need commit only 2 acts to reload that firearm.

Lock or Unlock a Weapon in a Locked Gauntlet (Complex; 2 Acts): You either lock a weapon into a locked gauntlet or unlock a weapon already fastened to a locked gauntlet.

Make All Natural Attacks (Attack; 3 Acts): A creature that is using only its natural attacks can make all its natural attacks with this action instead of making separate attacks with attack simple actions.

Prepare a Flask of Oil as a Splash Weapon (Complex; 2 Acts): You prepare a flask of oil with a fuse so that you can throw it as a splash weapon.

Provide First Aid, Treat a Wound, or Treat Poison (Complex; 2 Acts): You provide first aid, treat a wound, or treat poison using the Heal skill.

Push an Animal (3 Acts): You attempt a Handle Animal check to get an animal to perform a trick it doesn't know but is physically capable of doing, or to push the animal to its limits. If the animal has taken hit point damage, nonlethal damage, or ability score damage, the DC of this check increases by 2. Characters with animal companions, such as druids or rangers, can push their companions as simple actions instead.

Reposition (Combat; 2 Acts): You attempt a repositioncombat maneuver check against a foe that is no more than one size category larger than you. If you succeed, you force that foe to move 5 feet. For every 5 by which your check exceeds the target's Combat Maneuver Defense, you can move that target an additional 5 feet. When you reposition the target, it must stay within your threatened area during all but the last 5 feet of the reposition movement, which can be to a space adjacent to your threatened area.

Run (Move; 3 Acts): You move four times your speed in a straight line. When you do, you lose your Dexterity bonus to AC until the start of your next turn.

You can run for a number of rounds equal to your Constitution score; each round after that, you must succeed at a Constitution check to continue running (DC = 10 + 1 per previous check). If you fail, you stop running and are staggered for a number of minutes equal to 10 – your Constitution bonus (minimum 1).

Sleight of Hand (Complex; 2 Acts): You use Sleight of Hand to palm an object or perform some feat of legerdemain. You can attempt this as a simple action by taking a –20 penalty on the check. In either case, if your check fails by 5 or more, you provoke an attack of opportunity from any creature from which you are trying to take an object with this action.

Spellstrike (Complex; 2 Acts): You cast a spell from the magus spell list with a range of touch, but instead of making a touch attack, you make a melee attack with a weapon you are wielding. If the attack hits, the attack deals its normal damage as well as any effects of the spell. You must have the spellstrike class feature to take this action.

Steal (Combat; 2 Acts): You attempt a steal combat maneuver check against a foe within your melee reach (not counting expanded reach from reach weapons). You must have at least one hand free, and must select the item to be stolen before attempting the check. Items fastened to a foe grant the foe a +5 (or higher) bonus to its CMD against this attempt, and items securely worn can't be stolen in this way. If you're successful, you take the item you chose from the opponent.

Total Defense (2 Acts): You concentrate on defense rather than attacking. Until the start of your next turn, you can't take actions with the attack subtype, and you gain a +4 dodge bonus to AC. If you already took an attack action earlier in the turn, you gain only a +2 dodge bonus to AC. If you have at least 3 ranks in Acrobatics, these bonuses increase to +6 and +3, respectively.

Use a Command Word Item (2 Acts): You activate a magic item with a command word.

Use a Spell Completion Item (Complex; 2 Acts): You cast a spell with a casting time of 1 standard action from a spell completion item. This isn't an attack action, even if the spell requires a ranged attack roll. If you provoke attacks of opportunity when casting the spell, you don't provoke further attacks when making the ranged attack roll.

Use a Spell Trigger Item (2 Acts): You cast a spell from a spell trigger item. This isn't an attack action, even if the spell requires a ranged attack roll. If you provoke attacks of opportunity when casting the spell, you don't provoke further attacks when making the ranged attack roll.

Use a Standard-Action Supernatural Ability (2 Acts): You use a supernatural ability that can be used as a standard action in the default action economy.

Use a Touch Spell on up to Six Allies (Complex; 3 Acts): If you cast a spell that allows you to touch targets over multiple rounds, this action allows you to touch up to six willing creatures within your melee reach (not counting expanded reach from reach weapons).

Free Actions
Unless stated otherwise in the action's description, a free action can be taken only on your turn. Theoretically, you can take as many free actions in a turn as you wish, though the GM may apply reasonable limitations on free actions. For instance, although speaking is a free action, since a round is only 6 seconds in length, your GM might stop you from spouting off a long diatribe during your turn (or between turns), and may even rule that if you are casting a rather complex spell with a verbal component, you aren't able to verbally warn your companions of some danger that you notice before they do. Typically, this limitation shouldn't be applied to reloading ranged weapons as a free action.

Sometimes a free action stipulates that you can take it only in conjunction with another action, or at a certain time during your turn. In these cases, you must take any requisite actions before you can take the free action.

The following are the main free actions of this system.

Cast Defensively: When casting a spell, you can take a free action to do so defensively. You must attempt a concentration check (DC = 15 + double the spell's level). If you succeed, that spell loses the complex subtype for that casting. If you fail, you lose the spell.

Cease Concentrating on a Spell: You cease concentrating on a spell that you have cast.

Draw and Nock an Arrow: You draw and nock an arrow to a longbow or shortbow.

Drop an Item: You drop a held item into a square within your space or within your melee reach (not counting the expanded reach from a reach weapon, unless you are dropping that weapon).

Drop Prone: You drop prone within your space.

Fight Defensively: At the start of your turn, you can choose to fight defensively. When you do, you take a –4 penalty on all attack rolls, but gain a +2 dodge bonus to AC until the start of your next turn. If you have at least 3 ranks in Acrobatics, the dodge bonus increases to +3.

Identify a Spell Being Cast: You use Spellcraft to identify a spell being cast. Unlike other free actions, you can take this action even when it is not your turn.

Prepare Spell Components or a Spell Focus: While casting a spell, you prepare a material spell component or a spell focus. If this component or spell focus is particularly large or unwieldy, your GM might rule that this instead takes a simple action, or even an advanced action.

Recall Knowledge: You attempt a Knowledge check to recall a detail in one of your fields of study, or to identify a monster and its abilities.

Speak: You speak for no more than a few words using one or more free actions. Unlike other free actions, this action can be taken even when it's not your turn.

Use a Free-Action Ability: You use an ability that can be used as a free action in the default action economy. If the ability must be used as part of another action, you must take that action before taking this free action.

Reactions
The following are the main reactions of this system.

Complete a Readied Action (Varies): When you have readied an action or advanced action, when the trigger you designate occurs, you can take that action. Unlike in the default action economy, your place in the initiative order does not change. This reaction's subtype is the same as the readied action's subtype.

Make an Attack of Opportunity: When a foe you threaten provokes an attack of opportunity, you can make a single melee attack against that foe.

Spend a Use of an Attack of Opportunity: If an ability you possess allows you to spend a use of an attack of opportunity to perform some other action in the default action economy, that action is a reaction in this system.

Use an Immediate-Action Ability: You can use an ability that can be used as an immediate action in the default action economy, as long as any conditions to use that ability are met.

Two-Weapon Fighting and Flurry of Blows
When you fight with a second weapon in your off hand or with a double weapon, you can make two attacks with the first attack simple action you take during your turn: one with your primary hand and another with your off hand. You take penalties on these attack rolls as listed on Table: Two-Weapon Fighting Penalties in the Pathfinder RPG Core Rulebook. Any other attack simple actions you take during your turn allow only one attack roll, using either the weapon in your primary hand or the one in your off hand.

If you have the Improved Two-Weapon Fighting feat, you can make two attack rolls on both the first and second attack simple actions taken during your turn; both of the attacks made on the second attack action are made at a –5 penalty. Further attack simple actions taken during the same turn allow only one attack roll, using either the weapon in your primary hand or the one in your off hand.

If you have the Greater Two-Weapon Fighting feat, you can make two attacks on each of your attack simple actions on your turn, though you take all the normal penalties for two-weapon fighting, as well as the cumulative –5 penalty per attack simple action (all attacks made as part of the same attack action have the same penalty).

The flurry of blows class feature works in a similar way. At 1st level, you can make an additional attack with a –2 penalty on your first attack simple action during a turn. At 8th level, you can make an additional attack on both your first and second attack simple actions during your turn. At 15th level, you can make an additional attack on each of your attack simple actions during your turn. You must, of course, take all the penalties associated with those attacks.

Converting Other Actions
While the list of actions in this section is long and covers most of the major actions in the game, it's not exhaustive. There are many actions that are not covered in these pages. The following are guidelines for converting such actions from the default action economy to this one.

Free Actions Are Always Free Actions: A free action in the default action economy is a free action in this one. Free actions typically don't have a subtype, and thus don't provoke attacks of opportunity. Keep in mind that some free actions are used in conjunction with other actions—that's still true in this system. To use such a free action, you must take the other action it supports.

Swift Actions Are Always Simple Actions: A swift action in the default action economy is always a simple action in this system. You need commit only 1 act to take that action. In rare cases, a GM might want to limit a given swift action to only once per turn.

Move Actions Are Always Simple Actions: A move action in the default action economy is always a simple action in this system.

Standard-Action Attacks Are Typically Simple Actions: Most actions that involve an attack roll or a combat maneuver check as a standard action in the standard economy are simple actions in this system. For combat maneuvers that can't be substituted for one attack in a full-attack action and other complicated attacks, consider making them attack actions that require further consecutive acts to complete. Look at combat maneuvers such as drag, grapple, and reposition for examples of such actions.

Standard-Action Supernatural and Spell-Like Abilities Are Advanced Actions: Typically, these actions are advanced actions that require 2 acts. Supernatural abilities tend not to have a subtype (unless they involve movement or attacking, in which case it might be fitting to grant them those subtypes), and spell-like abilities typically have the complex subtype.

Full-Round Actions Are Advanced Actions: Full-round actions are nearly always advanced actions that require a consecutive 3-act commitment. (See the charge advanced action for an example of one that doesn't require 3 acts.)

Final Considerations
Some spells and abilities in the game grant extra actions. The two benchmark abilities are the Combat Reflexes feat and the haste spell. The following describes how to use these in this system, which should serve as a guide for how to fit in similar abilities.

Combat Reflexes: If you have this feat, you can take a number of additional reactions between your turns equal to your Dexterity bonus, but those reactions can be used only to make attacks of opportunity. You gain all the other abilities of this feat.

Haste: When under the effects of haste, you gain 1 additional act each round, which can be used only to take an attack simple action. This doesn't stack with any other effect that grants an increase in your number of acts per turn. If you have multiple effects that give you additional acts, you can pick only one such effect to benefit from each turn. You gain all the other benefits of the spell.
« 上次编辑: 2018-03-11, 周日 17:25:09 由 白猫 »
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
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Re: 【Unchained】修订版行动经济(Revised Action Economy)
« 回帖 #1 于: 2018-03-09, 周五 23:43:56 »
PF二版的动作系统使用了此规则的概念,可以从现在先预习了(误
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: 【Unchained】修订动作经济(Revised Action Economy)
« 回帖 #2 于: 2018-03-10, 周六 00:21:11 »
行动规划 比 动作经济 运动理财
更好些吧…… :em003

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Re: 【Unchained】修订动作经济(Revised Action Economy)
« 回帖 #3 于: 2018-03-10, 周六 00:40:02 »
查了下字典,这边的Economy是结构,架构的意思?
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
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  • 但他举起了投枪!
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Re: 【Unchained】修订动作经济(Revised Action Economy)
« 回帖 #4 于: 2018-03-10, 周六 01:03:16 »
这里应该翻译为“系统”或“体系”

Economy强调的是一个包含内部循环,交换和使用的系统,循环交换使用的通常是货币和商品,不过这里指的是动作:动作(每轮三个的那种)本身就是金钱,而具体的不同类型的动作比如攻击,全防御,移动就是商品。

我最厉害,比看帖的你不知道高到哪里去了
« 上次编辑: 2018-03-10, 周六 01:06:49 由 弑君者伊恩 »
始终如一的男人。

  规则链接点我。专区链接
关于PF1魔战士魔战士随笔

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Re: 【Unchained】修订版动作系统(Revised Action Economy)
« 回帖 #5 于: 2018-03-11, 周日 14:52:38 »
有个疑问,采用这个系统,穿重甲的角色是不是就相当于不能全回合奔跑了?还是说这个系统移除了重甲只能跑三倍的限制?

另,一个小bug:阴招动作中
目标或与目标邻接的盟友可以通过采取1动作【此处应为act 行动】来移除该状态。去除阴招所导致的状态不会触发借机攻击。
« 上次编辑: 2018-03-11, 周日 15:00:08 由 realthrall »

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Re: 【Unchained】修订版动作系统(Revised Action Economy)
« 回帖 #6 于: 2018-03-11, 周日 17:30:22 »
感谢修正。虽然在奔跑的选项里没说,不过重甲应该还是受到三倍限制吧,所以直接花三个行动走三次不就好了 :em003
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
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Re: 【Unchained】修订版动作系统(Revised Action Economy)
« 回帖 #7 于: 2018-03-12, 周一 11:05:27 »
感谢修正。虽然在奔跑的选项里没说,不过重甲应该还是受到三倍限制吧,所以直接花三个行动走三次不就好了 :em003
这样说来,还是相当于重甲无法奔跑,只能以正常速度移动。

另外,不知掉链武僧疾风连击在本动作体系下如何进行?(本动作体系下的疾风连击作用的应当是核心武僧)
是否会这样:
第一次攻击简易动作,进行一次额外攻击。
高阶武僧第二次攻击简易动作,进行一次没有罚值的额外攻击。 (或者干脆也放到第一个攻击简易工作,直接打三下?)

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Re: 【Unchained】修订版动作系统(Revised Action Economy)
« 回帖 #8 于: 2018-03-12, 周一 17:55:23 »
掉链僧真的很无脑打  你说的两种我觉得都可以,看GM怎么设定,既然官方也当作看不见的话 :em005

其实这系统也没有办法很好的转换原本的动作系统,刚刚想到核心和掉链僧都可以迅捷动作花一点气,多打一下,在这系统里..... 顶多把-10的那下替换成满BAB的攻击,但不会多出额外的攻击。
« 上次编辑: 2018-03-12, 周一 18:02:00 由 白猫 »
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: 【Unchained】修订版动作系统(Revised Action Economy)
« 回帖 #9 于: 2018-03-13, 周二 15:53:32 »
我倒觉着像这种仅能对自己使用的迅捷能力,应当视作自由动作,每轮只能一次。不然和尚这样本来以多打为特色的职业,实在太劣势了。