译文资料区 > 神秘博士 Doctor Who 角色扮演游戏
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I CAN FIGHT MONSTERS, I CAN’T FIGHT PHYSICS
剧透 - : This chapter covers the rules of the game. Everything players need to know, from how a character can run, jump, swing from ropes, or dive for cover, to talk down an alien with a gun, outsmart an evil mastermind or drive a car, is in here.
While this may look complicated at first, there is just one simple rule to remember that works in every situation in the game. Bearing that in mind, it is not going to be as hard as it might seem.
RUNNING THE GAME
剧透 - : As we’ve already discussed, every player has a character to control with their details written down on their Character Sheets. The Gamemaster introduces the adventure, and the rest is done through conversation. The players describe what their characters are doing, the Gamemaster allows the plot to develop and describes how events progress and the actions of any additional people, including the Villains.
Check out the example of play in Chapter One: The Trip of a Lifetime (pg.13) to get a feel for the game in action.
剧透 - : Most of the time if the player wants his character to do something, they can do it with very little worry. If they want to talk, walk, eat or read something, they don’t require any rules to do so. If the player wants their Character to do something that may or may not be successful, that’s when numbers and dice come into play. For example, if they want to hit a switch by throwing a cricket ball across the room, run down a staircase without tripping, mend a broken computer or something else that requires a level of skill or chance – or that might have a chance of failure – it’s time to roll those dice!
THE BASIC RULE
剧透 - : The Doctor Who Roleplaying Game uses the same basic rule for every action. Whether it is fighting, convincing someone, researching, creating a gadget or piloting the TARDIS, it all comes down to the same basic rule:
ATTRIBUTE + SKILL (+TRAIT) + TWO SIX SIDED DICE = RESULT
(try to match or beat the Difficulty of the task)
剧透 - : Attribute: Select the most appropriate attribute for what the character is trying to do. Trying to lift something? Then Strength is the one you need. Trying to remember something important or invent a device that is crucial to saving the group? As this uses brainpower, you need to use Ingenuity. Trying to solder an intricate component, walk along a narrow beam or aim a sonic disruptor, they all require some sort of dexterity so Coordination is the attribute for that task. Once you’ve picked a suitable attribute, it needs to be paired up with something.
剧透 - : Skill: Next find the skill best suited for the task. Are they running for their lives? Having some Athletics would mean they could run faster and for longer. What about if they’re trying to cobble together household electrical items to make an alien detector? It would be hard to do such a task without the Technology skill, so that would be the skill to use. Sometimes there’s no suitable skill to use, so they’ll have to use a second attribute instead.
剧透 - : Trait: Do any traits come into play? If so, have a look at the trait description and see if it applies any modifiers to the roll. For example, jumping a gap between two buildings will use Strength + Athletics, but the Gamemaster may decide that the Brave trait will add a bonus to the jump – you’d have to be pretty brave to attempt such a feat, after all. If you think one of your character’s traits would come into action, then take it into account – even if would apply a penalty. Playing to your character’s weaknesses means you’re acting in character, which makes the game more interesting, aids the storytelling and is rewarded with Story Points.
剧透 - : Dice: There’s always an element of chance in these things – it keeps us on our toes. Roll two six-sided dice, add them together and remember the number.
剧透 - : The Result: Add the value of the attribute you’ve selected, the skill you have and any adjustments from traits, to the total dice roll. If the total is equal to or higher than the Difficulty of the task (as determined by the Gamemaster), then you’ve succeeded! If it is lower, then they’ve failed. It’s as simple as that.
剧透 - : Clara is running through tunnels in Bristol, with the 3D paintings animated by the Boneless giving a slow and juddering chase. However, the tunnel itself is rippling with the Boneless themselves, and Clara must jump over an open shaft to escape.
The Gamemaster, Peter, asks Clara’s player, Samuel, to make a roll. It’s going to be a physical jump, and Peter and Samuel agree that it’s going to use Clara’s Coordination (as she’s going to have to control where her feet go) combined with her Athletics (as it’s a physical jump that will be aided with a little athletic practice). Coordination of 3, Athletics of 3, for a total of 6.
Peter says that it’s a fairly tricky jump and assigns a Difficulty of 15. Samuel needs to equal or beat that with whatever he rolls, plus the 6 from Coordination + Athletics.
Samuel rolls two dice, and gets a 5 and a 5 = 10. The 10 from the dice roll, plus the 6 from the Attribute + Skill, equals 16, which is more than the Difficulty of 15. It was hard, but Clara leapt over the shaft and escapes the tunnels.
WHICH ATTRIBUTE OR SKILL TO USE
剧透 - : In most cases, which skill and attribute to use are fairly obvious. However, in some cases, there may be two attributes or skills that could be used equally well.
For example, Danny Pink, played by Ingrid, has found a strange alien device in the boiler room at Coal Hill School. It’s flashing ominously so he tries to investigate it further. He could use Ingenuity + Technology (as it takes brains to know what to do), or Awareness + Technology (as he needs to be able to spot which bit goes where) or Coordination + Technology (as it is intricate work to try to investigate the device without setting it off).
In this case Ingrid would choose whatever her character is better at, or the Gamemaster, Peter, would choose whichever is more apt to the way they are attempting the task. Peter, in this instance, decides that Coordination is the most relevant to the task as it is incredibly fine work, and an unsteady hand could have unforeseen consequences!
If two skills or attributes are relevant, the Gamemaster should keep the unused skill or attribute in mind when deciding the outcome of the roll. You’ll see on the Success Tables (see pg.74) that the results can be interpreted in different ways depending upon the roll. If the Gamemaster chooses, he can bring the unused attribute or skill into the result.
Continuing the example, Danny uses his Coordination + Technology and makes a great roll to disable the alien device, getting a Fantastic result. Peter remembers that Awareness could have been used just as well, and says that while Danny did a great job of disabling the device, he also spotted that the device has a symbol on it – perhaps a clue to where it came from.
Or, if the roll had failed, the same could be said. If Ingrid had rolled and got a Failure result, Danny might have failed to work out what the device was, but spotted in time the trap wired into it.
The Gamemaster doesn’t need to bear this in mind all of the time, but it can be a great way to inspire cool additions to the action and plot.
剧透 - : Usually, attempting to do something without the relevant skill results in failure. You wouldn’t normally try to fix the wiring inside a computer if you didn’t know what you were doing, and you wouldn’t try to perform surgery without medical training. However, in desperate times, characters may have to try despite being untrained.
Even without a skill you use the same formula as before. Of course, without a skill to add in there, the result is going to be lower, which reflects their lack of training, and in most cases, trying to do something without any skill could actually make things worse.
Any time a character tries to do something that they have absolutely no skill in, the roll suffers a -4 penalty. They might have a skill that could help a little, but isn’t completely related – if the Gamemaster agrees they can try with a smaller penalty of -2.
HOW A ROLL WORKS
剧透 - : Rolling dice and adding numbers is fine, but what are you rolling for, and how do you interpret the outcome? First of all, decide what the character intends to do.
剧透 - : The player needs to decide exactly what they want their character to do and describe it as best as they can. This helps the Gamemaster to decide how difficult the task is so they can assign a Difficulty. This will also help in deciding how well the character did and whether they achieved what you wanted to do!
For example, the player could say “Clara tries to hide from the approaching Cybermen, ducking for cover behind the smouldering remains of a car.” This tells the Gamemaster what they want to do, how they’re intending to do it, and how difficult it is. Both the player and the Gamemaster can start thinking of what would happen if they succeed or fail.
剧透 - : Some tasks are going to be more difficult than others. After all, reprogramming an alien computer is going to be much harder than replacing the batteries in a TV remote control!
Whenever the characters have to do something that requires a roll, the Gamemaster will determine the Difficulty. This is the number the player will have to beat to succeed with the task. The average human Attribute is 3, the average Skill is 2-3, and the average die roll is 7, so an average person should be able to accomplish something with a Difficulty of 12 more often than not. The table below provides you with suggested Difficulty levels, though the Gamemaster can adjust these to suit a particular situation.
HOW WELL HAVE YOU DONE?
剧透 - : Looking at how far above or below the Difficulty the Result was, you can imagine how well or how badly the task went. After the first couple of task resolutions, this will come quickly to players in the game and the flow of the story shouldn’t be slowed down by looking at numbers and making calculations. Rolling dice furthers the story and resolves any conflicts and tests of skill or chance.
If the roll was successful, have a look at how far above the Difficulty the Result was. The wider the difference between the Difficulty and your Result, the better you’ve done. Remember what the Intent was and consider the question “did you succeed?” Looking at the Success Table on the following page you can see that as the result gets better and higher, you progress through ‘Yes, But’ to ‘Yes’ and finally ‘Yes – and’.
The same also applies to failures. Sometimes, if you’re attempting something you’re really not skilled for, you could make matters worse just by trying. Look to see how far under the Difficulty you failed by. The lower your result, the worse things could get. Again, think of what your initial Intent was, as this will give you ideas of what actually goes wrong (see the Failure Table on the following page).
任务 难度示例非常非常简单3 很容易的事，可以算作自动成功：开一瓶饮料；使用手机；吃薯条非常简单6查字典；操作微波炉；用球拍攻击毫无防备的外星人简单 9 设置DVR录节目；跳过矮栅栏；操作智能机；上网查信息一般12在车流中驾驶；射击静止目标；在海里游泳；发现一个有用但并非秘密的事实棘手15以特定速度驾驶；射击移动目标；攀爬悬崖困难18撬锁；搬起自重两倍的东西；治疗枪伤艰难21在雨中攀爬威尼斯式钟楼；混进政府机关；挣脱绳索束缚极艰难24流畅背诵莎剧独白；混进白宫希望渺茫27用弹弓击中极小的目标；黑进政府电脑系统；用无线电零部件组装出DNA扫描仪毫无希望30用一块巧克力关闭时空裂缝；在雨中攀爬摩天大楼外墙；盲狙隔壁房间的小物件
剧透 - :
剧透 - : AMOUNT ABOVE DIFFICULTY: 9+
“DID YOU SUCCEED?”: Yes, And... something unexpected happened as a result of the outstanding success. The character not only gets what they wanted, but something extra happens that the player decides, with the Gamemaster’s approval. The greater the difference, the more dramatic the effects.
For example: Clara has dressed as a lady-in-waiting to infiltrate Nottingham Castle, where she suspects something odd is going on – she’s very successful in her attempt to blend in and can walk around the castle uncontested AND she’s told in passing by one of the maids where the strange mechanical knights are being repaired.
Damage: If attacking someone or something, the damage is multiplied by one and a half (x1.5) times (round down).
剧透 - : AMOUNT ABOVE DIFFICULTY: 4-8
“DID YOU SUCCEED?”: Yes... the character has managed to do what they wanted. If the result is 4-8 above the Difficulty assigned the character has certainly accomplished what they wanted, and pretty well.
Continuing the example, Clara tries to convince a (human) guard that she is to deliver a tray of food to the knight – at the request of the Sheriff. She’s successful, and the guard lets her past.
Damage: If attacking, the weapon damage inflicted on the target is normal and unmodified.
剧透 - : AMOUNT ABOVE DIFFICULTY: 0-3
“DID YOU SUCCEED?”: Yes, But... it may not have gone as well as the character had hoped, or something unexpected has occurred. The roll was still successful, but only just. It was a close call, but they managed to scrape through. The player (at the Gamemaster’s discretion) should add some sort of complication or secondary problem.
While investigating the (dormant but definitely robotic) knight, the Sheriff of Nottingham himself comes into the chamber to give it new orders. There’s a scuffle and Clara tries to club the Sheriff round the head with her tray. She’s successful at stopping the Sheriff from crying out to alert the guard, BUT the Robot Knight begins to activate...
Damage: If attacking, the weapon only inflicts half of the damage (round down). The target was still hit, but only just.