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譯文資料區 => 核心书籍(Core Books) => Pathfinder RPG => Pathfinder => 《探索者解放》 => 主题作者是: 白貓 于 2016-06-10, 周五 00:10:13

主题: 【Unchained】傷害臨界(Wound Thresholds)
作者: 白貓2016-06-10, 周五 00:10:13
傷害臨界(Wound Thresholds)
在標準的Pathfinder遊戲中,當一隻擁有800HP的龍遭受到798點傷害時,牠仍然以全力戰鬥,但只要當牠遭受到801點傷害時,牠就會被擊倒並徹底地昏迷。雖然這可以保證讓受傷的角色保持有用處和有效率,但也不真實,且降低了無法防止角色被擊倒的任何治療意義。考慮到使用這變體規則會增添張力和增加治療的戰略價值,但要注意這也會已經不利的情勢更加不利,也會讓戰鬥的後期節奏像兩支受傷的隊伍在一決勝負般。傷害臨界也會讓隊伍面對高CR的對手時更加危險。
In a standard Pathfinder game, when a dragon with 800 hit points has taken 798 points of damage, it's still fighting at full capacity, but as soon as it has taken 801 points of damage, it's knocked completely unconscious. Though this ensures that injured characters remain useful and effective, it can feel unrealistic, and it devalues any healing that doesn't strictly prevent a knockout. Consider using the following variant to add tension and increase the strategic value of healing, but be aware that it can lead to situations that punish the side that's already behind, and that the pace of fights could drag in the late stages as two injured parties slug it out. Wound thresholds also make it especially dangerous for a party to take on higher-CR opponents.


建立(Setup)
在傷害臨界變體規則中,一位角色把他的生命值分成四等分,並在3/4最大血量以下時遭受罰值。一位血量只有3/4最大血量的角色會比他血滿時比較沒力,一位只有一半血量的又會比只有3/4血量的更沒力,依此類推。

為了避免你很忙的在那計算血量,從把角色總血量的3/4、1/2和1/4寫在角色卡上,並加上 "擦傷Grazed (–1)"、 "受傷Wounded (–2)" 和 "重傷Critical (–3)" 開始。如果你的體質調整值為+1或更高,同樣寫下負體質調整值的數字在癱瘓(Disabled)旁邊。這些名詞指示出角色血量下降時得到的狀態。舉例來說,一位有著最大血量71點的七級術士,會在血量等於低於53點時擦傷、35點時受傷和在17點時重傷。如果她的體質有12,她會在血量為0或-1時陷入癱瘓,並在-2時陷入瀕死(dying)。如同正常規則,她會在-12或更低血量時死蹺翹。
(http://i.imgbox.com/esSlgOEY.png)
In the wound thresholds variant, a character divides her hit point total into four quarters, and takes penalties whenever she's not in her top quarter. A character at 3/4 of her maximum hit points is less effective than one at full hit points, one at 1/2 is less effective than one at 3/4, and so on.

To prevent the need to divide on the fly, start out by calculating 3/4, 1/2, and 1/4 of your total hit points and add them to your character sheet as "Grazed (–1)," "Wounded (–2)," and "Critical (–3)." If you have a Constitution bonus of +1 or higher, also write down the negative of your Constitution bonus next to the word "Disabled." These terms indicate the conditions a character gains as her hit points drop. For example, a 7th-level sorcerer with a maximum of 71 hit points would become grazed at 53 hit points, wounded at 35 hit points, and critical at 17 hit points. If she had a Constitution score of 12, she would be disabled if she had 0 or –1 hit points, and would start dying at –2 hit points. As usual, she would die when her hit points drop to –12 or lower.

臨界值及狀態(Thresholds and Conditions)
這規則多樣地使用了三種特殊狀態,當角色達到相對應的傷害臨界時會自動採用,分別為擦傷(Grazed)、受傷(Wounded)和重傷(Critical)。這些狀態不會累加,同時間只會採用最嚴重的狀態。癱瘓(disabled)和恍惚(staggered)狀態的效果和在核心規則裡的一樣,但會採用在更廣的生命值範圍中,如下面所述。不像擦傷、受傷和重傷,癱瘓和恍惚會累加,所以一個癱瘓或恍惚的角色同時也會處於重傷狀態。
This rules variant uses three special conditions that apply automatically when a character reaches the corresponding wound thresholds: grazed, wounded, and critical. These conditions are not cumulative—only the most severe one applies at a given time. The disabled and staggered conditions have the same effects as in the core rules, but apply to a wider range of hit point totals, as described below. Unlike grazed, wounded, and critical, the disabled and staggered conditions stack, so a character who is disabled or staggered is still critical as well.
健康(Healthy)
當角色的血量在擦傷臨界值(3/4總血量)以上時,為健康狀態,不會遭受到任何調整值。在此階段角色不會得到狀態。
A character above her grazed threshold (3/4 of her maximum hit points) is healthy, applying no special modifiers. The character doesn't gain a condition in this state.
擦傷(Grazed)
當角色的血量在受傷臨界值(1/2總血量)以上但等於低於3/4總血量時,為擦傷狀態。她在所有的攻擊骰、豁免檢定、技能檢定和屬性檢定上遭受-1罰值,在AC和施法者等級上也是。
A character above her wounded threshold (1/2 of her maximum hit points) but at or below 3/4 of her maximum hit points is grazed. She takes a –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.
受傷(Wounded)
當角色的血量在重傷臨界值(1/4總血量)以上但等於低於1/2總血量時,為受傷狀態。她在所有的攻擊骰、豁免檢定、技能檢定和屬性檢定上遭受-2罰值,在AC和施法者等級上也是。
A character above her critical threshold (1/4 of her maximum hit points) but at or below 1/2 of her maximum hit points is wounded. She takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.
重傷(Critical)
當角色的血量等於低於1/4總血量時,為重傷狀態。她在所有的攻擊骰、豁免檢定、技能檢定和屬性檢定上遭受-3罰值,在AC和施法者等級上也是。
A character at or below 1/4 of her maximum hit points is in critical condition. She takes a –3 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

癱瘓(Disabled)
一位有著12或更高體質的角色在血量等於小於0時會陷入癱瘓狀態,直到她的血量低於負體質調整值時。舉例來說,一位有著18體質的角色會在血量為0~-4時陷入癱瘓狀態,在-5時昏迷濱死。一位有著11或更低體質的角色只有在血量剛好為0時陷入癱瘓。(譯註:簡單說就是體質越高,越難昏迷瀕死。)
A character with a Constitution score of 12 or higher who is at or below 0 hit points is disabled until she falls below a number of hit points equal to the negative of her Constitution modifier. For example, a character with a Constitution score of 18 would be disabled from 0 to –4 hit points and unconscious at –5 hit points. A character with a Constitution score of 11 or lower is disabled only while she has exactly 0 hit points.
恍惚(Staggered)
使用這系統的角色會在非致命傷害超過現有生命值時維持恍惚,直到非致命傷害超過現有生命值加上體質調整值時才會陷入昏迷,而不是當非致命傷害只有等於現有生命值時才陷入恍惚。一位有著11或更低體質的角色只有在當非致命傷害剛好等於現有生命值時才陷入恍惚。(譯註:簡單說就是體質越高,越難昏迷。)
Instead of being staggered only when their amount of nonlethal damage equals their remaining hit points, characters using this system continue to be staggered from that point until their nonlethal damage exceeds their current hit points by an amount greater than their Constitution bonus, at which point they fall unconscious. A character with a Constitution score of 11 or lower is staggered only when her nonlethal damage exactly equals her current hit point total.

施法者等級罰值(Caster Level Penalties)
從擦傷、受傷和重傷狀態遭受的施法者等級罰值,會讓一位受傷的施法者無法施展正常他能施展的最高等級法術。但是,這不會讓她失去已準備的法術或法術位。施法者等級的罰值同樣也會降低在專注檢定上的加值和法術的範圍,持續時間效果等等。罰值不會讓她的有效施法者等級低於1。
The penalty to caster level from the grazed, wounded, or critical condition can make it so an injured spellcaster is unable to cast the highest levels of spells she would normally be able to. However, it doesn't cause her to lose any prepared spells or spell slots. The penalty to caster level also reduces her bonus on concentration checks and lowers the range, duration, and effectiveness of her spells. The penalty can't make her effective caster level lower than 1.

怪物傷害臨界(Monster Wound Thresholds)
持續追蹤一整團怪物的傷害臨界值會是很浩大的工作。為了簡化過程,GM可以只使用受傷(wounded)的臨界值並忽略癱瘓範圍的增加。這代表她只需要追蹤怪物的血量是否到1/2和-2的罰值而已。GM應只在大群怪物時使用這方法,重要的NPCs和敵人應該還是要使用全部的臨界值。
Keeping track of wound thresholds for a horde of monsters can be a significant amount of work. To simplify the process, the GM can use only the wounded threshold and ignore the increased range for the disabled condition. This means she only needs to keep track of 1/2 of each monster's hit points and the –2 penalty. The GM should use this method primarily for large groups of monsters; prominent NPCs and enemies that fight on their own should use all the thresholds.

傷害臨界專長(Wound Threshold Feats)
下列的專長有些是新專長有些是核心規則書裡的專長修改適應到傷害臨界系統裡。雖然這系統不需要一定要使用這些專長,但這些專長是在你的遊戲中擴展傷害臨界的扮演的好方法。
The following feats are either new feats or Core Rulebook feats adapted to work with the wound threshold system. Though the system doesn't require their use, they're a great way to expand the role of wound thresholds in your game.

關鍵治療(Critical Cure)
如果你的病人傷勢嚴重的話,你的治療會更加有效。
效果:當你施放咒法系(治癒)法術時,如果治癒對象處於擦傷、受傷或重傷時,將額外治療1點傷害。額外治療量在施法者等級6級及之後的每6級會加1。
Your healing is more effective if your patient is badly injured.
Benefit: When you cast a conjuration (healing) spell, it cures 1 additional hit point if the recipient of the healing is grazed, wounded, or critical. The additional healing increases by an additional 1 point at caster level 6th, and every 6 caster levels thereafter.

堅忍(Endurance)
嚴酷的環境或者長時間的竭盡全力不會輕易令你陷入疲勞。
效果:你降低擦傷、受傷或重傷的罰值1點。(各自降到-0、-1和-2)
此外,可使以下檢定獲得+4加值:游泳時疲勞造成非致命傷害的技能檢定、持續跑步時的體質檢定、強行軍造成非致命傷害的體質檢定、憋氣時的體質檢定、飢餓或口渴造成非致命傷害的體質檢定、冷熱環境造成非致命傷害的強韌檢定、窒息造成非致命傷害的強韌檢定。此外,擁有本項專長者穿著輕型或中型盔甲睡覺也不會陷入疲乏狀態。
通常狀況:沒有本專長者若穿著中型以上的盔甲睡覺,隔天將自動陷入疲乏狀態。
Harsh conditions or long exertions do not easily tire you.
Benefit: You reduce the penalty from being grazed, wounded, or critical by 1 (to –0, –1, and –2, respectively).

In addition, you gain a +4 bonus on the following checks and saves: Swim checks to resist nonlethal damage from exhaustion, Constitution checks to continue running, Constitution checks to avoid nonlethal damage from a forced march, Constitution checks to hold your breath, Constitution checks to avoid nonlethal damage from starvation or thirst, Fortitude saves to avoid nonlethal damage from hot or cold environments, and Fortitude saves to resist damage from suffocation.

You can sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

雪上加霜(Twist the Knife)
[戰鬥]
對受傷的敵人來說你特別危險。
效果:你對擦傷、受傷或重傷敵人的攻擊和傷害+1。
You're especially dangerous against enemies who are suffering from injuries.
Benefit: You gain a +1 bonus on attack and damage rolls against grazed, wounded, or critical enemies.

硬漢模式(Gritty Mode)
對於較艱難的遊戲,傷口會造成更重大的影響,加倍擦傷、受傷和重傷狀態的罰值。使用這模式時要小心,因為這可能會造成很嚴重的死亡螺旋,換句話說,開始處於劣勢的一方會遭受到巨大的不利,且可能會走向死亡或需要撤退。這項調整同樣意味著施法者總是會從一傷害臨界值掉到較低傷害臨界值時失去法術,所以傷害臨界對施法者的效果會更容易預測,且當角色為偶數或奇數等級時保持一致。
For a grittier game in which wounds have a much larger impact, double the penalties imposed by the grazed, wounded, and critical conditions. Use this mode carefully, since it can cause a serious death spiral—in other words, the side that starts losing has tremendous disadvantages and is far more likely to die or need to escape. This adjustment also means that a spellcaster will always lose a level of spells she can cast when she drops from one wound threshold to a lower one, so the effects of wound thresholds on spellcasting are more predictable and stay consistent whether a character is at an even or odd level.

原文網址 (http://paizo.com/pathfinderRPG/prd/unchained/gameplay/woundLevels.html)

題外話,Roll20的PF角色卡裡作者有把這項功能寫進去,可進設定頁面打開。
(http://i.imgbox.com/Vf0yGOAH.png)
打開功能後角色卡會自動根據現有血量來啟動受傷狀態,並把罰值套用到相關的數字上面。
(http://i.imgbox.com/j5TMHQig.png)
狀態欄也會顯示目前有哪些狀態,相當好用。
(http://i.imgbox.com/Dq8Eh747.png)
主题: Re: 【Unchained】傷害臨界(Wound Thresholds)
作者: 丞相2016-06-10, 周五 00:35:21
白猫超级棒!
这些掉链子的新规则最喜欢了! :em009
主题: Re: 【Unchained】傷害臨界(Wound Thresholds)
作者: 炽炎烈龙2016-06-10, 周五 08:02:02
PC受苦规则,对于低级团影响更大