作者 主题: [UA]第四章,冒险:可变调整值(Variable Modifiers)  (阅读 4142 次)

副标题: 另附房规四则:“德鲁伊领域”,“增加天赋职业”,“更慢的魔法治疗”,“回合外闪避”

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[UA]第四章,冒险:可变调整值(Variable Modifiers)
« 于: 2022-09-18, 周日 14:10:31 »
VARIABLE MODIFIERS 可变调整值
如果对攻击掷骰、检定和其他d20掷骰的静态调整值让游戏变得过于可预测,你可以尝试使用可变调整值。
        本质上讲,可变调整值系统将任何比+1高或比-1低的调整值用1个或多个骰子代替,并在基础d20掷骰上加或减。
        例如,1级的托达克挥舞他的矮人重斧时通常有+4的攻击加值。与掷1d20+4来决定攻击是否成功不同,玩家掷1d20+1d8. 实际加到1d20掷骰上的调整值可能是1到8的任何数值,这将使最终结果难以预测,即使平均结果基本保持不变。
        实际上,加值或减值每超过1点,可变调整值的“骰子大小”就增加一步,如132页的表格所示。
        从+11或-11的调整值开始,相应的模式每10点重复一次。+13加值等于+10加值(+1d20)加上+3加值(+1d6),因此角色掷1d20并加上1d20 + 1d6。与之相似,-15减值相当于-10减值(-1d20)加-5减值(-1d10)。当可变减值表给出一个如“-(1d20 + 1d10)”的减值时,意味着将括号里的掷骰结果相加,并将结果作为检定的减值。
        只有在调整d20掷骰时才使用可变调整值。不要将它们应用到伤害骰、生命骰、百分骰或任何其他不涉及d20的掷骰。
劇透 -   :
If static modifiers for attack rolls, checks, and other d20 rolls has made the game too predictable, you can try using variable modifiers instead.
    Essentially, the variable modifier system replaces any modifier higher than +1 or lower than –1 with one or more additional dice added to or subtracted from the basic d20 roll.
    For example, at 1st level Tordek normally has an attack bonus of +4 when swinging his dwarven waraxe. Instead of rolling 1d20+4 to determine the attack’s success, the player would roll 1d20+1d8. The actual modifier added to the 1d20 roll might then be any value from 1 to 8, making the final result much less predictable, even though the average result would remain virtually the same.
    Effectively, for every point of bonus or penalty beyond 1, the “die size” of the variable modifier increases by one step, as shown on the tables on page 132.
    Starting at a modifier of +11 or –11, the pattern simply repeats every 10 points. A +13 bonus is the same as a +10 bonus (+1d20) added to a +3 bonus (+1d6), and thus the character would roll 1d20 and add 1d20 + 1d6. Similarly, a –15 penalty would be the same as a –10 penalty (–1d20) and a –5 penalty (–1d10) added together. When the Variable Penalties table gives a penalty such as “–(1d20 + 1d10),” it means add together the rolls of the dice inside the parentheses and treat the total as a penalty on the check.
    Use variable modifiers only when adjusting the roll of a d20. Don’t apply them to damage rolls, hit point rolls, percentile rolls, or any other roll that does not involve a d20.
TAKING 10 AND TAKING 20   取10与取20
当角色在技能检定中取10或取20时,避免使用可变调整值。因为这两个规则依赖于一定程度的可预测性,角色取10或取20时应该用正常的静态调整值,而不是使用难以预测的可变调整值。否则简单的任务也可能变得不必要的危险。
劇透 -   :
Avoid using variable modifiers when a character takes 10 or takes 20 on a skill check. Since those two rules rely on a certain level of predictability, a character who takes 10 or takes 20 should apply the normal static modifier to his roll rather than using the less predictable variable modifier. Otherwise, even simple tasks can become unnecessarily dangerous.
(P132表格)
Variable Bonuses 可变加值
Static Bonus  Dice         Average Bonus
静态加值      骰子         平均加值
 +1           +1                   +1
 +2           +1d4               +2.5
 +3           +1d6               +3.5
 +4           +1d8               +4.5
 +5           +1d10              +5.5
 +6           +1d12              +6.5
 +7           +2d6               +7
 +8           +3d4               +7.5
 +9           +2d8               +9
+10           +1d20            +10.5
+11           +1d20 + 1      +11.5
+12           +1d20 + 1d4    +13
+13           +1d20 + 1d6    +14
+14           +1d20 + 1d8    +15
+15           +1d20 + 1d10   +16
+16           +1d20 + 1d12   +17
+17           +1d20 + 2d6    +17.5
+18           +1d20 + 3d4    +18
+19           +1d20 + 2d8    +19.5
+20           +2d20              +21
... and so on.

Variable Penalties 可变减值
Static Penalty  Dice         Average Penalty
静态减值          骰子         平均减值
–1             –1                        –1
–2             –1d4                    –2.5
–3             –1d6                    –3.5
–4             –1d8                    –4.5
–5             –1d10                  –5.5
–6             –1d12                  –6.5
–7             –2d6                    –7
–8             –3d4                    –7.5
–9             –2d8                    –9
–10            –1d20                 –10.5
–11            –(1d20 + 1)        –11.5
–12            –(1d20 + 1d4)    –13
–13            –(1d20 + 1d6)    –14
–14            –(1d20 + 1d8)    –15
–15            –(1d20 + 1d10)  –16
–16            –(1d20 + 1d12)  –17
–17            –(1d20 + 2d6)    –18
–18            –(1d20 + 3d4)    –18.5
–19            –(1d20 + 2d8)    –19.5
–20            –2d20                –21
... and so on.
BEHIND THE CURTAIN: VARIABLE MODIFIERS (边栏)帷幕之后:可变调整值
平均而言,可变调整值比静态调整值高或低约1/2点——换句话说,对于同样的检定,可变加值的平均结果大概比静态加值高1/2点,而可变减值的平均结果大概要低1/2点。因为玩家角色所做的大多数检定都是加值而不是减值,所以这一系统对玩家角色来说是有利的。然而,它同样会增加结果的随机性,而随机性更偏向于怪物而非PC。
        如果你使用该变体,不要让玩家根据当前情景来决定使用可变调整值还是静态调整值。相反,所有的d20掷骰都应该使用可变调整值系统。让一些玩家使用可变调整值,而另一些使用静态调整值是可行的,但这么做会有在角色间制造不平等感的风险。
劇透 -   :
On average, variable modifiers are about 1/2 point higher or lower than static modifiers—in other words, an average result on a check with a variable bonus is about 1/2 point higher than the same check with a static bonus, while an average result with on a check with a variable penalty is about 1/2 point lower. Since the majority of checks made by player characters have a bonus rather than a penalty, this system is slightly advantageous to player characters. However, it also increases the randomness of the result, and randomness tends to favor monsters over PCs.
    If you use this variant, don’t allow players to choose between using variable modifiers and static modifiers on a case-by-case basis. Instead, all d20 rolls should use the variable modifier system. It’s possible to allow some characters to use variable modifiers while others use static modifiers, but doing this runs the risk of creating a perception of inequality between characters.

HOUSE RULE: DRUID DOMAINS 房规:德鲁伊领域 UA P68 边栏
在我的战役中,每位德鲁伊能从以下列表中选择一个领域:气,动物,土,火,植物,太阳,水。德鲁伊在每一个法术等级上都可以获得一个奖励法术,奖励法术只能用来准备那个等级的领域法术(或者是使用了超魔专长的低级领域法术)。德鲁伊还获得领域的神授能力,除了下文提到的。
        选了动物或植物领域的德鲁伊获得技能专攻(知识[自然]),因为知识(自然)已经是德鲁伊的本职技能。
        选了太阳领域的德鲁伊获得了每日1次驱散不死生物的能力,就像一个与她同级的牧师,但无法使用强力驱散。
—Andrew Finch
劇透 -   :
In my campaign, each druid may choose a single domain from the following list: Air, Animal, Earth, Fire, Plant, Sun, and Water. The druid gains a bonus spell of each spell level, which may be used only to prepare a domain spell of that level (or of a lower level, if affected by a metamagic feat). The druid also gains the domain’s granted power, except as noted below.
    Druids who select the Animal domain or the Plant domain gain Skill Focus (Knowledge [nature]), since Knowledge (nature) is already a class skill for druids.
    A druid who chooses the Sun domain gains the ability to turn undead 1/day as a cleric of her level, and cannot perform a greater turning.
—Andrew Finch
HOUSE RULE: ADDING A FAVORED CLASS 房规:增加天赋职业 UA P100 边栏
如果没有适当的种族与职业组合,兼职带来的经验值损失会让一些有趣的角色原型变得不可行。在我的战役中,我允许角色选择一个能为他们的种族添加额外天赋职业的专长。这让玩家能更好地创造一个独特的角色,同时不会过分削弱人类和半精灵所拥有的兼职优势。
引用
额外天赋职业[一般]
你比你的大多数种族成员更善于结合不同的才能。
        效果:选择一个角色职业,例如巡林客。在决定你的角色是否受到兼职经验惩罚时,选择的职业被视为天赋职业。
        正常:不具有本专长的人物,如果不计种族天赋职业时,有任何职业比最高等级职业低2级或更多,每有一个与最高等级职业相差超过一级的职业,人物就受到-20%的XP减值。
        特殊:你可以多次选择本专长。每次选择该专长时,将其应用到一个新的职业。
—Andrew Finch
劇透 -   :
The experience point penalty associated with multiclassing can make some otherwise interesting character archetypes less viable without having the proper combination of race and class(es). In my campaign, I allow characters to select a feat that adds another favored class to their race. This allows a player to better create a unique character while not unduly undercutting the multiclass advantage possessed by humans and half-elves.
引用
ADDITIONAL FAVORED CLASS [General]
You are more adept at combining different talents than most members of your race.
    Benefit: Choose a character class, such as ranger. The chosen class is treated as a favored class for the purpose of determining whether your character takes an experience point penalty for multiclassing.
    Normal: Without this feat, if any class other than your race’s favored class is two or more levels lower than your highest-level class, you take a –20% penalty to XP earned for each class that is not within one level of your highest-level class.
    Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new class.
HOUSE RULE: SLOWER MAGICAL HEALING 房规:更慢的魔法治疗 UA P115 边栏
魔法治疗的即时性有时会让玩家难以想象,即使是在充满各种幻想的奇幻角色扮演世界中也是如此。我更喜欢游戏中带有些许真实的感觉——这归根到底不会改变某些内容,只是“感觉”更真实一些。
        当一个角色被魔法治疗时,伤害不是简单地消失,而是转化为非致命伤。角色可以从非致命伤害中正常恢复——通常只需要休息一段时间。魔法不能用于治疗非致命伤害。
        这一规则减慢了游戏的进程,因为角色必须在战斗间隙休息。但这在不改变游戏的运行方式的前提下,也给了游戏一种更真实的感觉。
—Charles Ryan
劇透 -   :
The instantaneous nature of magical healing sometimes stretches the imagination a little too thin, even in the highly imaginative world of fantasy roleplaying. I prefer a slightly grittier feel to the game—one that doesn’t change things in the long run, but just “feels” a bit more realistic.
    When a character is magically healed, the damage, instead of simply going away, is converted to nonlethal damage. The character can then recover from the nonlethal damage normally—usually by just taking a little time to rest. Magic cannot be used to heal nonlethal damage.
    This rule slows events down a bit in the game, because characters have to rest between fights. But it also gives the game a more realistic feel, without actually changing the way it works.
—Charles Ryan
HOUSE RULE: OUT-OF-TURN DODGE 房规:回合外闪避 UA P118 边栏
在任何时候,当你即将被攻击时,你可以放弃下一回合的行动来为你的AC提供+4闪避加值。要使用这个能力,你必须能将敏捷加值应用到对抗攻击的AC上(例如,你无法在措手不及时使用它),且你必须在攻击检定前声明使用。你的先攻不会改变;你只是在你的下一回合里无法采取行动。该闪避加值一直持续,直到你“跳过”回合后的下一次先攻顺序轮到你时。
        这一规则为角色提供了自我防御的选择,为战斗战术添加了额外的元素。它还为冒险者提供了额外的战术选择,如“狼群”战术:当团队攻击一个目标时,被目标反击的对象使用回合外闪避提高自身AC,而其他人则在自己的回合攻击对手。
—Andrew Finch
劇透 -   :
Any time you are about to be attacked, you can give up your next turn to gain a +4 dodge bonus to your AC. You must be able to apply your Dexterity bonus to AC against the attack (so you can’t use it when flat-footed, for instance), and you declare this before the attack roll is made. Your initiative does not change; you simply do not take an action on your next turn. You gain this dodge bonus until the next time your initiative comes up after your “skipped” turn.
    This rule gives a character the option of defending himself, providing an additional element to combat tactics. It also provides adventurers with addition tactical options, such as a “wolf pack” tactic: When a group attacks a single target, whoever the target retaliates against uses the out-of-turn dodge to aid his AC, while each of the others attacks the opponent on his or her turn.
—Andrew Finch
« 上次编辑: 2023-04-01, 周六 19:24:54 由 moonlight »

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Re: [UA]第四章,冒险:可变调整值(Variable Modifiers)
« 回帖 #1 于: 2022-09-18, 周日 15:46:04 »
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