作者 主题: FC到极点的问题……  (阅读 9800 次)

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离线 donkey

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FC到极点的问题……
« 回帖 #30 于: 2006-12-14, 周四 22:01:43 »
魔宠么?那么是可以被火球轰杀的。
具体看WOTC那个rule of the game 专栏那个all about 魔宠……

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FC到极点的问题……
« 回帖 #31 于: 2006-12-14, 周四 22:45:27 »
引用
引用
引用
引用
那我也順便問個FC的問題XD

就是當一個MONK被魔力監牢(10x10x10ft大小的柵欄)關住了

法師朝裡面?G了一個火球

那麼MONK可以用"精通反射閃避"?肀苊鈧害嗎?
可以
那麼要怎麼確?用法術命中被關在裡面的MONK呢?

就算不是MONK...對上高反射的職業似乎就算用魔力監牢也討不了太多的便宜>"<
法师车和尚的方法实在太多了……
为啥一定要和敌人的强项硬拼呢?
只是想要破解自己做出?淼母逜C高豁免的人物而已>"<

到底要怎麼對付20級AC過70..基本豁免過30的人物(只用PHB1,MM1,DMG1)

离线 lega

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FC到极点的问题……
« 回帖 #32 于: 2006-12-15, 周五 00:31:58 »
不过豁免不过sr的法术一大把,各种云雾手掌召唤,为啥一定要死磕豁免死磕ac....
「 泣きながら北にはせゆく塔などのあるべき空のけはひならずや 」

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FC到极点的问题……
« 回帖 #33 于: 2006-12-15, 周五 10:22:48 »
恩……看来还是我表述不清啊…… :em003

就是我使用龙卷风攻击小九,小九身上有32只自爆老鼠,我认为老鼠会被风吹走,小九认为因为老鼠在衣服里所以不受风影响

不知道哥哥姐姐们对这种情况会如何判定?

还有,从空中坠落的速度如何计算?
比如从900FT高空扔下一块大铁饼,要多少回合可以落地?是即时还是有速度计算?(还是难道要套物理公式…… :em005 )9000FT呢?90000呢……
飘飘何所似,天地一沙鸥

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FC到极点的问题……
« 回帖 #34 于: 2006-12-15, 周五 10:38:48 »
唔,看具体穿什么衣服的吧……还有口袋是否有拉链之类(老鼠窒息?)

坠落速度……好像偶只知道物理公式= =b

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FC到极点的问题……
« 回帖 #35 于: 2006-12-15, 周五 11:10:30 »
= =懒得记规则的话就√(2gh)好了
反正有电脑的话也不难算

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FC到极点的问题……
« 回帖 #36 于: 2006-12-15, 周五 11:49:11 »
How far does a character fall in a single round? If my
griffon-riding character falls off his mount 300 feet up, how
long do other characters have to catch him?
This ends up being both a rules and a physics question. The
short answer is, “In a single round, you fall far enough to hit
the ground in the vast majority circumstances that come up in
the game.”
Here’s the long answer: A falling character accelerates at a
rate of 32 feet per second per second. What that means is that
every second, a character’s “falling speed” increases by 32 feet.
The distance he falls in that second is equal to the average of
his falling speeds at the beginning of that second and at the end
of that second. Thus, during the first second he falls 16 feet (the
average of 0 feet and 32 feet, which are his speeds at the start
and end of that second). During the next second he falls 48 feet
(the average of 32 feet and 64 feet). He falls 80 feet during the
third second, 112 feet the fourth second, 144 feet the fifth
second, and 176 feet the sixth second. That’s a grand total of
576 feet fallen in the first round alone, hence the short answer
given above—the number of falls occurring in any campaign
longer than this is probably pretty small. For ease of play, you
could simply use 500 feet as a nice round number—it’s easier
to remember.
Of course, the character falls even farther the next round,
although acceleration soon ends due to the resistance of air on
the falling body (this is what’s called terminal velocity). If the
Sage remembers his high-school physics, terminal velocity for
a human body is roughly 120 mph (equivalent to a speed of
1,200 feet per round, or 200 feet per second); thus, the
character’s falling speed hits its maximum in the first second of
the second round. It’s safe to say that after 2 rounds the
character will have fallen nearly 2,000 feet, and will fall
another 1,200 feet per round thereafter.
In the example you give, other characters would clearly
have no more than a round to react, and it’s possible they’d
have even less time. Remember that despite the sequential
nature of D&D combat actions, things are happening very
quickly—virtually simultaneously, in many cases. As a DM,
I’d probably allow every character a chance to react to a long
fall (such as the one you describe), as long as their action
occurs before 1 full round has passed from the start of the fall.
(As a side note, that’s why feather fall allows its caster to cast
it even when it isn’t her turn—otherwise, adjudicating its
timing would be a nightmare.) The difference between “you
watch the character fall all the way to the ground before you
can react” and “the character starts to fall, what do you do?” is
really just up to the DM’s sense of fun and fair play. Off the top
of my head, I’d say that anything up to 50 or 60 feet is clearly
too fast to react to (barring a readied action, of course), and
anything that approaches 250 feet or more should probably
allow characters some chance to react, but that’s purely a
personal opinion.
Whatever decision you make, try to make the same
decision every time, so that players know what to expect. If this
situation comes up a lot in your game, it’s probably worth
creating a house rule so you don’t have to try to remember
what you did last time. (If your campaign routinely features
300-foot falls, your characters might want to invest in some
rings of feather falling!)
Now, if you start altering certain assumptions—such as the
force of gravity, or the density of air that’s resisting the falling
character, or even the mass of the falling character—these
calculations become less useful. Yet, unless your numbers are
much different than the standard values, you can still use these
as benchmarks.

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FC到极点的问题……
« 回帖 #37 于: 2006-12-15, 周五 13:47:10 »
sage是渣

以下是有关飞行生物失速时的坠落.我认为可以用来判断其他坠落
Minimum Forward Speed: If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed on a DC 20 Reflex save to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.

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FC到极点的问题……
« 回帖 #38 于: 2006-12-16, 周六 02:29:27 »
请不要把有翅膀的东西和没翅膀的东西混淆起来 :em005 你说的那个失速是有翅膀这种空气阻力甚大的东西存在下的情况。

Sage讨论的是完全自由落体的坠落速度,也就是没有翅膀、滑翔伞、降落伞、羽落戒指、喷气背包等东西减缓坠落速度时的情况。在这种条件下,第一轮坠落500尺,后面每轮1200尺的判定是合理的。
凡祈求的,就得着。寻找的,就寻见。
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FC到极点的问题……
« 回帖 #39 于: 2006-12-16, 周六 10:38:20 »
话说在这个奇幻的世界,没有翅膀又能飞的怪物,没有一千,也有八百……