译注1:追逐是PFS模组中时常出现的特殊遭遇类型,不使用标准方格地图,也往往不进行战斗。我在参与过的几场PFS追逐中,有些GM判法觉得不甚合乎逻辑,遂摘译追逐规则,并就正确判法进行推敲。
译注2:这里的摘译删去了关于设计追逐的部分,仅选取了如何进行追逐的过程。文本内容节选自d20pfsrd.com,网站未注出处,根据措辞(包括以往将“受困”译为“深陷”),相信与PFS模组中使用的是完全相同的规则。
译注3:追逐卡片,下文简称“卡片”,是在一个大方格,表示追逐中的一段路程。多个棋子可以同时处于同一张卡片中。每张卡片上有两个“障碍”,格式均为“事件描述(技能DC)”,角色需要通过技能检定才能“穿越”障碍,详见下文。
进行追逐
在开始一场追逐前,第一件事是确定基准速度——即追逐的大多数参与者的移动速度。在绝大多数情况下,这是30尺陆地速度,不过在有些情况下也会使用其他速度。基础速度决定了每一张“追逐卡片”包含的“路程”,因此在大多数情况下,每张追逐卡片代表30尺长的空间。
在追逐开始时,每名参与者进行一次先攻检定来决定行动顺序。如果一名参与者进行的一个动作触发了追逐,例如一名犯人突然开始狂奔以图脱逃,该参与者可以优先在突袭轮中行动,如同他成功突袭了其他生物。一名角色的速度并不是直接表示他以多快的速度在卡片间穿行,而是表示他多快地通过路途中的障碍。一名角色的速度每比基准速度慢10尺,他就会在所有用于通过障碍的检定中承受可叠加的-2减值。相应地,每比基准速度快10尺,他就在这些检定中获得可叠加的+2加值。比基准速度类型拥有明显更加优越的机动性(例如飞行)会为通过障碍的检定提供额外的+10加值,这用来表示角色利用这种更强的移动方式完全避开障碍。如果角色以恰当方式使用出特别强大的效果(例如传送),他可以立刻向前移动若干卡片的距离(计算每张卡片的距离来确定移动了多少张)。
在使用标准30尺卡片的情况下,穿过一张卡片需要一个移动动作。当一名角色离开一张卡片时,他必须在进入下一张卡片前选择以标准动作应对这张卡片上的两个障碍之一。成功意味着角色进入了下一张卡片,失败则意味着角色需要在下一轮中继续面对这一障碍。角色也可以选择不离开卡片,而是进行一个与进行追逐没有直接关系的动作,如施展法术或拔出武器。
一名角色可以通过一个整轮动作来尝试穿过三张卡片。他必须通过他所离开的卡片上的全部两个障碍。此时,若角色在两个检定中的任意一个败骰5点或5点以下,他只能向前移动一张卡片然后他的回合结束。如果角色在任意一个检定中败骰5点以上,他在该轮完全不能移动。如果一个角色在一轮中穿越两个障碍的检定中都失败了,他会被困在当前的格子内(各种惨状举例描述略)。受困的角色必须花费另一个整轮动作来脱困,这实际上让他失去了追逐中的下一个回合。在某些情况下,受困还会带来额外的惩罚(例如坠落伤害)。
角色也可以选择在追逐过程中进行远程攻击或施展法术。如果该动作是整轮动作,他就完全不能移动。在必要情况下,用卡片的数量及其距离来计算射程。追逐的地形可能会为目标提供部分或完全掩蔽或隐蔽。角色只能对处于同一张卡片内的目标进行近战攻击。
Running a Chase
The first thing to do when a chase starts is to determine the baseline speed—the movement rate of the majority of the chase’s participants. In most cases, this is a land speed of 30 feet, but in some cases you’ll start out with different assumptions. This base speed sets the “distance” of each chase card, so in most cases, each card represents 30 feet of space.
At the start of a chase, each participant makes an Initiative check to determine the order in which he moves. (If a participant triggers the chase with an initial action, such as a prisoner suddenly making a mad dash for freedom, that participant gets to go first in a surprise round if he successfully surprises the other creatures.) While a character’s actual speed doesn’t directly affect how often he moves between cards, it does affect how quickly he navigates obstacles. For each 10 feet slower than the chase’s baseline speed a character moves, he suffers a cumulative –2 penalty on any check made to navigate obstacles. Likewise, for every 10 feet faster than the baseline speed he moves, he gains a cumulative +2 bonus on these checks. Significant mobility advantages over the baseline speed type (such as flight) grant an additional +10 bonus on checks made to avoid obstacles, simulating the character’s use of enhanced movement to bypass obstacles entirely. Used properly, extremely powerful effects (such as teleportation) allow a character to instantly move forward a number of cards (use each card’s distance to determine ranges).
Using the base assumption of 30-foot cards, it takes a move action to move through a single card. When a character exits from a card, he must choose one of that card’s two obstacles to face as a standard action before moving to the next card. Success means the character moves to the next card, while failure means the character must face the obstacle again on the next round. Instead of exiting a card, a character can choose to take another action not directly related to navigating the chase’s course, such as casting a spell or drawing a weapon.
A character who wants to attempt to move three cards during his turn can do so by taking a full-round action. That character must overcome both obstacles on the card he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one card forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square (he might have fallen from a ledge, gotten a foot stuck amid roots, or got caught in a crowd, for example). A character who is mired must spend another full-round action becoming unmired and effectively loses his next turn in the chase. In some cases, becoming mired might impart additional penalties (such as falling damage).
A character can also choose to make a ranged attack or cast a spell during his turn in a chase. If the action is a full-round action, he can’t move at all. Use the number of cards and their established distances to determine ranges as necessary. The terrain where the chase takes place might provide the target partial or even full cover or concealment, as you wish. A character can only choose to make melee attacks against targets that are on the same card.