作者 主题: [UA]第四章,冒险:玩家掷所有骰子(Players Roll All the Dice)  (阅读 3462 次)

副标题: 在pve中把掷骰部分全部交由玩家进行。另附房规两则:“幸运检定”,“增强加值与接触AC”

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PLAYERS ROLL ALL THE DICE 玩家掷所有骰子
在大规模战斗中,一旦没轮到自己,玩家通常便无法控制事件的结果。如果玩家的注意力在他的回合间转移,他便会感到无聊,并有可能会让他对事件的结果漠不关心。
        解决该问题的一个方法是加入更多需要玩家掷骰的因素。地下城主手册第25页展示了防御检定变体,其中玩家对每次攻击均掷骰决定自己角色的AC,而不是使用角色的标准静态AC数值。这个变体的缺点是拖缓游戏进行速度(因为每次攻击都需要掷两次骰子来决定成功与否,而不是一次)。
        避免这一缺陷的一个选项便是在战斗中将所有需要掷骰的地方交给玩家进行。
剧透 -   :
In large combats, players often have little control over the outcome of events when it isn't their turn. This can lead to boredom if a player's attention drifts between his turns, threatening to distance him from the outcome of events.
    One method of dealing with this problem is to put more dice rolling into your players' hands. Page 25 of the Dungeon Master's Guide presents the defense roll variant, in which the player rolls his character's AC against each attack, rather than using the character's standard static AC number. This variant has the drawback of slowing game play (since now every attack requires two rolls to determine success instead of only one).
    An option that avoids this drawback is to put all the dice rolling in the hands of the players during combat.
ATTACKING AND DEFENDING 攻击和防御
在这个变体中,PC发动攻击的方式与标准规则相同。而他们的对手却不然。每当敌人攻击PC时,控制角色的玩家进行一次防守检定。如果此次防守检定大于等于敌人的攻击属性,则敌人攻击失手。
        要决定一个生物的攻击属性,加11到该生物的标准攻击修正值(如果是在标准规则的通常情况下攻击,这个修正值是作为攻击检定的加值或减值使用的)。例如,拿着巨木棒的食人魔有+8的标准攻击修正值。这意味着它的攻击属性是19.
        要作一次防守检定,掷1d20并加上任何在通常情况下适用于你的AC的修正值(盔甲,体型,偏斜,等等)。这等效于掷1d20,加上你的总AC,再减10.

        攻击属性:11 + 敌人的攻击加值
        防守检定:1d20 + 角色的AC修正值

        如果玩家在一次防守检定中自然骰出1,他的对手获得了一次重击威胁(如同它在攻击检定中自然骰出20)。再做一次防守检定;如果还是未能避免攻击,则对手获得重击。
        当PC攻击对手时,他作一次攻击检定对抗对手的AC,和正常情况一样。
剧透 -   :
With this variant, PCs make their attacks just like they do in the standard rules. Their opponents, however, do not. Each time an enemy attacks a PC, the character’s player rolls a defense check. If that defense check equals or exceeds the attack score of the enemy, the attack misses.
    To determine a creature’s attack score, add 11 to the creature’s standard attack modifier (the number it would use, as either a bonus or penalty to its attack roll, if it were attacking in an ordinary situation using the standard rules). For instance, an ogre has a standard attack modifier of +8 with its greatclub. That means that its attack score is 19.
    To make a defense check, roll 1d20 and add any modifiers that normally apply to your Armor Class (armor, size, deflection, and the like). This is effectively the same as rolling a d20, adding your total AC, and then subtracting 10.

    Attack Score: 11 + enemy’s attack bonus
    Defense Check: 1d20 + character’s AC modifiers

    If a player rolls a natural 1 on a defense check, his character’s opponent has scored a threat (just as if it had rolled a natural 20 on its attack roll). Make another defense check; if it again fails to avoid the attack, the opponent has scored a critical hit.
    When a PC attacks an opponent, he makes an attack roll against the opponent’s AC as normal.
SAVING THROWS AND SAVE SCORES 豁免检定与豁免属性
在这个变体中,NPC和其他对手不再进行豁免检定来避免玩家角色的特殊攻击。取而代之的是,每个生物有一个强韧,反射,以及意志属性。这些属性等于11 + 该生物的强韧,反射,以及意志豁免修正值。
        每当你施展一个法术或使用特殊攻击迫使对手作豁免检定时,改为由你作一个魔力检定来决定你是否成功。要做一个魔力检定,掷1d20,再将所有通常情况下的修正加到法术或特殊攻击所需的DC上(包括相应的属性修正,施展法术时的法术等级,法术专攻的调整,等等)。
        如果魔力检定的结果大于等于相应的豁免属性(强韧,反射,或意志,取决于特殊能力),生物会受到法术或特殊攻击的影响,如同在豁免检定中失败。如果检定结果小于生物的强韧,反射,或意志属性(根据所使用的法术或特殊攻击而定),生物就像豁免成功一般。

        魔力检定:1d20 + 法术等级 + 属性修正 + 其它修正
        强韧属性:11 + 敌人的强韧豁免修正
        反射属性:11 + 敌人的反射豁免修正
        意志属性:11 + 敌人的意志豁免修正

        如果玩家在魔力检定中自然骰出20,生物的装备可能会遭到损伤(如同它在豁免检定时自然骰出1;参考玩家手册177页:检定后的留存物品)。
剧透 -   :
With this variant, NPCs and other opponents no longer make saving throws to avoid the special attacks of player characters. Instead, each creature has a Fortitude, Reflex, and Will score. These scores are equal to 11 + the creature’s Fortitude, Reflex, and Will save modifiers.
    Any time you cast a spell or use a special attack that forces an opponent to make a saving throw, instead make a magic check to determine your success. To make a magic check, roll 1d20, add all the normal modifiers to any DC required by the spell or special attack (including the appropriate ability modifier, the spell’s level if casting a spell, the adjustment for Spell Focus, and so on).
    If the result of the magic check equals or exceeds the appropriate save score (Fortitude, Reflex, or Will, depending on the special ability), the creature is affected by the spell or special attack as if it had failed its save. If the result is lower than the creature’s Fortitude, Reflex, or Will score (as appropriate to the spell or special attack used), the creature is affected as if it had succeeded on its save.

    Magic Check: 1d20 + spell level + ability modifier + other modifiers
    Fortitude Score: 11 + enemy’s Fortitude save modifier
    Reflex Score: 11 + enemy’s Reflex save modifier
    Will Score: 11 + enemy’s Will save modifier

    If a player rolls a natural 20 on a magic check, the creature’s equipment may take damage (just as if it had rolled a natural 1 on its save; see Items Surviving after a Saving Throw, page 177 of the Player’s Handbook).
SPELL RESISTANCE 法术抗力
如果一个PC有法术抗力,他的控制者对每个允许法术抗力的来袭法术作一个法术抗力检定。一次法术抗力检定是1d20加PC的法术抗力,再减去10.
        该次检定的DC等于11+攻击者的施法者等级,如果在通常情况下,攻击者有应用到克服法术抗力的施法者等级检定修正(如法术穿透专长),再加上所有修正。计算结果便是攻击者的施法者等级属性。如果法术抗力检定结果大于等于这个数字,则法术克服PC的法术抗力失败。
        为击穿一个生物的法术抗力,玩家作一个施法者等级检定(1d20+施法者等级)对抗它的法术抗力,一如标准规则。

        法术抗力检定:1d20 + SR - 10
        施法者等级属性:11 + 攻击者的施法者等级 + 修正值
剧透 -   :
If a PC has spell resistance, his player makes a spell resistance check against each incoming spell that allows spell resistance. A spell resistance check is 1d20 plus the PC’s spell resistance, minus 10.
    The DC of this check is equal to 11 + the attacker’s caster level, plus any modifiers that normally apply to the attacker’s caster level check to overcome spell resistance (such as from the Spell Penetration feat). That value is known as the attacker’s caster level score. If the spell resistance check equals or exceeds this number, the spell fails to penetrate the PC’s spell resistance.
    To beat a creature’s spell resistance, a player makes a caster level check (1d20 + caster level) against its spell resistance, just as in the standard rules.

    Spell Resistance Check: 1d20 + SR - 10
    Caster Level Score: 11 + attacker’s caster level + modifiers
BEHIND THE CURTAIN: PLAYERS ROLLING DICE (边栏)帷幕之后:由玩家来掷骰
这个变体免去了DM的许多工作,因为他不再需要为NPC和怪物进行攻击检定,豁免检定或克服法术抗力的施法者等级检定。这可以将他的注意力转移到更重要的事情上,如NPC战术,特殊的法术效果,地形等。
        相对地,它需要玩家表现得更加积极,并意识到发生了什么。玩家再也不能在自己的回合外打瞌睡了:他们将比以往任何时候都掷更多的骰子——(除其它好处外)这还让他们感觉对自己的成功和失败有更大的控制权。
        一个缺点是,它从DM身上剥夺了部分临时调整遭遇的能力。因为DM不掷骰,所以他不能暗箱一个结果来放角色一马(或送走某个角色)。因此,这需要他更精确地估计挑战等级和遭遇等级。
剧透 -   :
This variant takes a lot of the work out of the DM’s hands, since he no longer needs to make attack rolls, saving throws, or caster level checks to overcome spell resistance for his NPCs and monsters. That can free up his attention for more important things, such as NPC tactics, special spell effects, terrain, and the like.
    Conversely, it requires the players to become much more active and aware of what’s going on. No longer can players snooze through all the turns but their own: They’ll be rolling more dice than ever before—which (among other benefits) gives them the feeling of having greater control over their successes and failures.
    One drawback is that it takes away some of the DM’s ability to adjust encounters on the fly. Since the DM isn’t rolling the dice, he can’t fudge a result to give the characters a break (or take one away). Thus, it requires him to be more precise in his estimation of Challenge Ratings and encounter levels.


HOUSE RULE: LUCK CHECKS 房规:幸运检定(UA P124 边栏)
D&D游戏里的运气通常完全由玩家的运气,而不是角色的运气来表现。如果你一直掷出高数值,那作为一位玩家和掷骰子的人,你运气不错,你的角色也会受益。如果你掷出低数值,你运气不好,你的角色遭罪。但如果你想扮演一个幸运的角色呢?你该如何去做?
        我创造了一个名为“好运”的专长。它没有先决条件,它的效果是:每当游戏中出现由随机概率(通常是一个百分骰)确定结果的情况时,我都会让角色进行幸运检定,这是一个没有修正值的d20掷骰。如果结果是15或更高,那么角色获得好运。
        获得好运意味着下面两种情况之一。如果我试图处理的情况是一个简单的百分比权重系统(如猜硬币正反),我将角色“获胜”的百分比提高50%。所以一个好运角色(一个通过幸运检定的拥有“好运”专长的角色)在猜硬币正反时有75%的概率获胜(两个互为对手的好运角色效果互相抵消)。如果要处理的情况不是那么清楚,我使用我觉得最优的裁定。
        我以几种方式限制“好运”专长的使用。首先,如果一个角色未能通过幸运检定,在下一个游戏环节前我便不会让他尝试。这避免了人们不停地缠着我要做幸运检定——他们喜欢把检定留到真正需要的时候。其次,我只允许一个角色在任何情况下进行幸运检定。第三,“好运”专长的应用依赖于DM的自由裁量权,所以我的团队中很少有超过1或2名玩家选择它。
        幸运检定是一项难以裁定的规则,需要额外的计划。这可能会很有趣。控制好运角色的玩家似乎很享受他们在特殊情况下获得了小小的额外优势,而那些没有选择这种技能的玩家似乎也不太介意。
—Ed Stark
剧透 -   :
Luck in the D&D game is usually represented entirely by the player’s luck, not the character’s. If you roll high consistently, you, as a player and a die roller, are lucky, and your character benefits. If you roll low, you’re unlucky, and your character suffers. But what if you want to play a character who is lucky? How can you do that?
    I created a feat called “Lucky.” There are no prerequisites, and the benefit is this: Whenever a situation in the game comes up where the result should be random chance (usually something decided by a percentile roll), I have the character make a luck check, which is an unmodified d20 roll. If the roll comes up 15 or higher, the character has gotten lucky.
    This can mean one of two things. If the situation I’m trying to resolve is a simple percentage-weight system (such as betting on a coin flip), I increase the percentage chance that the character “wins” by 50%. So a lucky character (a character with the Lucky feat who succeeds on a luck check) actually wins coin flips 75% of the time (two opposed lucky characters cancel each other out). If the situation isn’t as clear-cut, I just use my best judgment.
    I restrict the use of the Lucky feat in a few ways. First, if a character fails a luck check, I don’t let him try another one until the next game session. This keeps people from bugging me with constant requests for luck checks—they like to save them for when they really need them. Second, I only allow one character to make a luck check for any single circumstance. Third, the Lucky feat’s application is so dependent on the discretion of the DM that I seldom have more than one or two players in the party select it.
    The luck check is a hard rule to adjudicate and requires extra planning. It can be fun. Players of lucky characters seem to enjoy that small extra advantage they get in unusual situations, and those who don’t choose the feat don’t seem to mind too much.
—Ed Stark
HOUSE RULE: ENHANCEMENT AND TOUCH AC 房规:增强加值与接触AC(UA P128 边栏)
对一个低级角色来说,接触AC一般不比常规AC低太多。但对一个高级角色而言,常规AC和接触AC之间往往有5到10点的差值。许多法术和效果仅依赖于目标的接触AC来抵抗,不允许豁免或其它方式避免效果。
        如果你的角色(更别说你的NPC们)对他们常规AC和接触AC之间巨大差距感到沮丧,可以考虑允许增强加值提升角色或生物的接触AC。
        然而,这个系统并非一个完美的解决方案;大的怪物,如巨龙,仍然倾向于拥有极低的接触AC。但它有助于那些依靠魔法盔甲来保护自己的角色——即那些接触AC最低的角色。
—Andy Collins
剧透 -   :
For a low-level character, touch AC is often not that much lower than regular AC. But for a high-level character, there’s often a difference of 5 or even 10 points between regular AC and touch AC. Many spells and effects rely only on the target’s touch AC to resist, allowing no save or other form of escape from the effect.
    If your characters (not to mention your NPCs) are frustrated at the wide disparity between their regular and touch AC, consider allowing enhancement bonuses to improve a character’s or creature’s touch AC.
    This system isn’t a perfect fix, however; big monsters, such as dragons, still tend to have abysmally low touch ACs. But it helps out characters who rely on their magic armor to defend them— those characters whose touch ACs tend to be the lowest.
—Andy Collins