Special Qualities: A mob retains all the special quali-
ties of the base creature. In addition, it gains the following
special quality.
Mob Anatomy (Ex): A mob has no clear front or back
and no discernible anatomy, so it is not subject to critical
hits or sneak attacks. A mob cannot be flanked, tripped,
grappled, or bull rushed.
Unlike standard swarms, mobs are made up of rela-
tively small numbers of individual creatures, so spells or
effects that target specific numbers of creatures can have
an effect on a mob. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures bestows two negative levels
on the mob. A mob that gains negative levels equal to its
Hit Dice breaks up as if reduced to 0 hit points. Negative
levels gained in this manner are not the result of nega-
tive energy (and thus cannot be blocked by death ward or
removed by restoration), but never result in permanent
level loss. A mob takes half again as much damage (+50%)
from spells or effects that affect an area, such as splash
weapons and evocation spells.
想问问单体伤害类法术,比如灼热射线是否收到影响,法师用灼热射线攻击群体内的一个个体,然后伤害是完整的体型在群体上还是只是给群体带来两个负向等级
附中文版
群体分担(特异):群体在结构上没有明确地正面或背面也不存在明确的生理结构,因此不会遭到重击或偷袭。群体不会措手不及,遭擒抱,受摔绊或被冲撞。不像标准的集群,群体由于较少数量的个体生物组成,因此标示有对群体生物有效的法术或效果能够正常影响群体。对特定目标施放的能够让某个特定目标死亡或使其残废,瘫痪或者造成类似情况的法术,可以给群体造成两个负向等级。负向等级最多能够让群体的生命骰降到0这时就会溃散。这种方式带来的负向等级不属于负能量(而且不能被防死结界防护,或由复原术恢复),但是不会导致永久等级丧失。受到区域性攻击法术或效果伤害时增加伤害(+50%),例如泼溅武器和塑能法术。
如果有人懒得翻书,那么原文全文在这里。
MOBS
An angry mob represents the most dangerous form of crowd. An angry mob might or might not be enraged at the PCs,but as a general rule the mob mentality overrides the desires and goals of an individual in a mob, and PCs who happen to get in the way could fi nd themselves the focus of the mob’s rage.
A mob is treated as a single entity similar to a swarm, except that it is made of larger creatures. A mob can be
composed of Small, Medium, or Large creatures, but all the individual creatures must be of the same type. A mob
that incorporates a crowd of goblins and a crowd of chokers is best modeled by two separate mobs. You can use the
following template to create specifi c types of mobs.
“Mob” is an acquired template that can be added to any Small, Medium, or Large creature. Generally, mobs are
transitory; after forming, a mob lasts for, at most, 1d4+1 hours before breaking up. Most mobs break up naturally
far sooner, once the condition that caused their formation is no longer a factor. A mob uses all the base creature’s
statistics and special abilities except as noted here.
Size and Type:
A mob is a Gargantuan creature composed of either forty-eight Small or Medium creatures or twelve Large creatures. The mob’s type remains unchanged from the base creature.Hit Dice: A mob has a single pool of Hit Dice and hit
points. All mobs have 30 Hit Dice; this number represents the mob’s mentality and physical mass rather than its race
or class, since the individual members of a mob don’t use their own abilities or experience to aid the whole. The
type of Hit Dice rolled is set by the mob’s racial Hit Dice, not any class levels the mob might have. Thus, a mob of
commoners would roll d8s for hit points, not d4s. Reducing a mob to 0 hit points or lower causes it to
break up, though damage taken until that point does not degrade its ability to attack or resist attack. Mobs are never
staggered or reduced to a dying state by damage.
Initiative:
A mob’s initiative modifi er is always +0.
Speed:
A mob’s speed is 10 feet slower than that of the base creature.
Armor Class:
As the base creature, modifi ed by –4 for the mob’s Gargantuan size.
Base Attack:
Since all mobs have 30 Hit Dice, their base attack bonuses are set depending upon their type.
Mob Type Base Attack Bonus
Fey or undead +15
Aberration, animal, construct, elemental, giant, humanoid, ooze, plant, or vermin +22
Dragon, magical beast, monstrous humanoid, or outsider +30
Grapple:
As base attack bonus, modifi ed by +12 for its size, and as appropriate for its Strength modifier.
Attack/Full Attack:
Mobs don’t make standard attacks. Rather, they are treated similar to swarms in combat. A mob deals 5d6 points of bludgeoning damage to any creature whose space it occupies at the end of its move, with no attack roll needed. Mob attacks ignore concealment and cover. A mob’s attacks are nonmagical, unless the base creature’s attacks are considered magical. Damage reduction applies to mob attacks.
Space/Reach:
A mob occupies a square 20 feet on a side, but its reach is 0 feet. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature, since it tramples over and moves around its victim. A mob can move through squares occupied by enemies, and vice versa, without impediment, although a mob provokes an attack of opportunity if it does so. A mob can move through openings large enough for its component creatures. Larger mobs are represented by multiples of single mobs. The area occupied by larger mobs is completely shapeable, though the mob usually remains in contiguous squares.
Attack Options:
A mob’s mentality is fueled by emotion; as a result, the individual creatures that make up the mob are unable to use any attack options that require actions, such as breath weapons, spell-like abilities, and the like. If the base creature has attack options that affect the damage it deals (such as poison, energy drain, ability damage, improved grab, constrict, rend, or swallow whole), those special attacks function normally on any creature damaged by the mob. Attack options such as gaze weapons that function constantly continue to function normally. The save DCs for any of these attacks should be recalculated based on the mob’s 30 Hit Dice. In addition, mobs gain one or both of the following attack options.
Expert Grappler (Ex):
A mob can maintain a grapple without penalty and still make attacks against other targets
(normally, attacking other targets while grappling imposes a –20 penalty on grapple checks). A mob is never considered
flat-footed while grappling.
Trample (Ex):
A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes damage equal to 2d6 points + 1-1/2 times the mob’s Strength modifi er. The victim can either make an attack of opportunity against the mob or make a Reflex save (DC 25 + the mob’s Str modifi er) to take half damage.
Special Qualities:
A mob retains all the special qualities of the base creature. In addition, it gains the following special quality.
Mob Anatomy (Ex):
A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be fl anked, tripped, grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specifi c numbers of creatures can have an effect on a mob. Each specifi c creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specifi c creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is
dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine
a specifi c individual’s fate, simply roll d%: a result of 01–30 indicates death, 31–60 indicates the victim is reduced to 0
hit points, and a roll of 61–100 indicates the victim escapes relatively unscathed.
Saves:
A mob’s saving throws are calculated as for a 30 HD creature of its type. Amob’s base good save is +17, and its base bad save is +9.
Abilities:
A mob’s abilities are the same as the base creature, except that its Intelligence, Wisdom, and Charisma scores drop to 10. If the base creature’s Intelligence, Wisdom, or Charisma scores are already lower than 10, they do not change.
Skills:
Same as the base creature; do not recalculate based on the mob’s 30 Hit Dice. The mob’s new Intelligence, Wisdom, or Charisma scores might grant some skills different modifi ers.
Feats:
Same as the base creature; all mobs gain Improved Bull Rush and Improved Overrun as bonus feats.
Organization:
Solitary, pair, or gang (3–12 mobs).
Challenge Rating:
8, or +2 if the base creature’s CR is 7 or higher.
Advancement: —.
Level Adjustment: —.
我不这么认为,原文中
Unlike standard swarms, mobs are made up of rela-
tively small numbers of individual creatures, so spells or
effects that target specific numbers of creatures can have
an effect on a mob.
很明显将群体的抗性和通常集群相比,那么所列出的就应该是和集群的不同之处,没有列出的就该视为和集群相同
您这未免脑补得有点厉害,从“与集群不同”脑补到了“与集群相同”
那么第一,就算是集群,也有武器伤害1/2的和武器伤害无效的,你怎么判。
第二,原文中
If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points.
很明显它能受到attacks的伤害,你怎么解释。
你漏了一个条件并且两个条件都错了
条件一:集群免疫目标为单体的法术和效果;
条件二:不像集群,群体不免疫目标为单体的法术和效果,其作用方式如下所述。
条件三:武器攻击是一种效果
你能推翻条件3也行
你的条件一和条件三能够推导出:集群免疫武器攻击。
但是,集群不免疫,有些集群只是减免1/2武器攻击的挥砍/穿刺伤害。
half damage from slashing and piercing
出自MM1 Bat Swarm
来回看了3页,我还真没见过楼上的您给我证伪,要说luodog一直在试图证伪还差不多,这是在希望我自矜么?
很遗憾我是个固执而实际的人,没有足够的论据我是不会对您怂的。
至于楼上上的那位,这不影响我的理解吧?
1.集群免疫取目标的法术和效果
2.集群对武器攻击这个取目标的效果做了特殊说明
3.群体分担指向集群的免疫取目标的法术和效果
4.群体分担对取目标的法术和效果做了统一说明
2的有无对此理解不构成影响
你的理解是基于:1为通例,2为特例
但是原文2在前面:
特性:集群没有明显的前胸后背也不存在明确的生理结构,所以它不受重击和夹击。由超小型生物组成的集群对于挥砍或穿刺武器只受一半伤害。由微型和超微型生物组成的集群免疫所有武器伤害。将一个集群的生命值减到0或更低可以将它打散,但直到该数目以前的伤害都无法降低它攻击和抵御攻击的能力。集群从来不会因为受伤失去战斗力或者处于濒死状态。它们不可能被绊摔、擒抱或冲撞,也不可能擒抱一个对手。
集群免疫针对具体数目生物的法术或效果(包括单目标法术比如解离术(disintegrate)),但如果集群具有智力值和群体意识,那么影响心灵的效果(魅惑[charm]、胁迫[compulsion]、魅影幻觉[phantasm]、心灵幻觉[pattern]、以及士气效果[morale effect])是例外情况。影响区域的法术或效果可对群体额外造成一半的伤害,比如泼溅武器和许多塑能系法术。
如果说两者之间的从属关系,那么至少是并列,或者2为通例,1为特例。
那么,我的理解是,这是您“attack为target effect的一种”的隐含条件导致的矛盾,说明此隐含条件不为真。
Special Qualities: A mob retains all the special quali-
ties of the base creature. In addition, it gains the following
special quality.
Mob Anatomy (Ex): A mob has no clear front or back
and no discernible anatomy, so it is not subject to critical
hits or sneak attacks. A mob cannot be flanked, tripped,
grappled, or bull rushed.
Unlike standard swarms, mobs are made up of rela-
tively small numbers of individual creatures, so spells or
effects that target specific numbers of creatures can have
an effect on a mob. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures bestows two negative levels
on the mob. A mob that gains negative levels equal to its
Hit Dice breaks up as if reduced to 0 hit points. Negative
levels gained in this manner are not the result of nega-
tive energy (and thus cannot be blocked by death ward or
removed by restoration), but never result in permanent
level loss. A mob takes half again as much damage (+50%)
from spells or effects that affect an area, such as splash
weapons and evocation spells.
想问问单体伤害类法术,比如灼热射线是否收到影响,法师用灼热射线攻击群体内的一个个体,然后伤害是完整的体型在群体上还是只是给群体带来两个负向等级
附中文版
群体分担(特异):群体在结构上没有明确地正面或背面也不存在明确的生理结构,因此不会遭到重击或偷袭。群体不会措手不及,遭擒抱,受摔绊或被冲撞。不像标准的集群,群体由于较少数量的个体生物组成,因此标示有对群体生物有效的法术或效果能够正常影响群体。对特定目标施放的能够让某个特定目标死亡或使其残废,瘫痪或者造成类似情况的法术,可以给群体造成两个负向等级。负向等级最多能够让群体的生命骰降到0这时就会溃散。这种方式带来的负向等级不属于负能量(而且不能被防死结界防护,或由复原术恢复),但是不会导致永久等级丧失。受到区域性攻击法术或效果伤害时增加伤害(+50%),例如泼溅武器和塑能法术。
虽然不想挖坟,但某想说这5页的讨论就没一句说到点子上的
原文那句话的意思应该是“每个被法术或效果杀死、瘫痪或以其他方式失能的特定生物,使群体模板获得2个负向等级”。
这其实很好理解,哪怕是暴民团体,遭到明显的过剩火力攻击的时候也会作鸟兽散的。武器攻击算不算在效果里面某觉得要看情况,枪械射击用来驱散人群显然非常有效(在打击政府的名声/公众信心上也一样有效),而警棍、塑料盾牌、手铐和绳索一类的东西即使也能“让人失能”,但却不见得足以驱散人群
回到主楼的问题,射线法术不射线法术其实不重要,重要的是能不能让单个目标失能。按照描述,哪怕你搓一个大大大火球凌空爆炸,如果没有炸死单个人,那对群体也没有任何效果。
另外虽然这不是某的风格,但某真的觉得直接用AD&D 2e的士气规则在合理性上要好得多
总之这又是一个电你蛋在level、caster level、effect之类的词汇的用法上十分混乱的例子