作者 主题: 时间学(Chronomancy)  (阅读 20240 次)

副标题: DR#350 p76,双倍的快乐

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Re: 时间学(Chronomancy)
« 回帖 #10 于: 2019-05-29, 周三 16:36:55 »
根据个人所知的内容,我认为没有特别说明的话,只是“取20”这种说法,是没法突破srd里面那些“不能取10,取20”的限制的。理由是一个faq提到过,游荡者的高级特殊能力并不允许游荡者将umd取10,能将umd取10的邪术师、机关术士的职业能力都写了是对规则的特例。所以我认为不能仅仅因为写到取10或者取20便认为这可以成为规则的特例。
真意:作为DM展现出令自己满意的转折点。  0.5/∞

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Re: 时间学(Chronomancy)
« 回帖 #11 于: 2022-09-29, 周四 08:41:31 »
根据个人所知的内容,我认为没有特别说明的话,只是“取20”这种说法,是没法突破srd里面那些“不能取10,取20”的限制的。理由是一个faq提到过,游荡者的高级特殊能力并不允许游荡者将umd取10,能将umd取10的邪术师、机关术士的职业能力都写了是对规则的特例。所以我认为不能仅仅因为写到取10或者取20便认为这可以成为规则的特例。
我认为妙手是特例,并不是写了能取10才叫特例。是否是特例得看万律关于取10取20的描述。万律对于无法取20的规则是任何会导致失败后果的技能,umd其实并没说无法取20只说了无法取10,umd无法取20是因为它有失败后果。。妙手特例在于它不会引发失败的后果,实际上妙手不存在失败必然是20.

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Re: 时间学(Chronomancy)
« 回帖 #12 于: 2022-09-29, 周四 08:54:36 »
以及妙手的描述虽然取20,但是个人认为并不指向万律的取20。。虽然是同名词同结果但是原理完全无关。。欢迎讨论。。下面是万律的原文:A check represents an attempt to accomplish some task, usually while under some sort of time pressure or distraction.
Sometimes, though, you can use a skill under more favorable conditions and eliminate the luck factor.

TAKING 10
When you aren’t being threatened or distracted, you can take
10. Instead of rolling 1d20 for the check, calculate your result as
if you had rolled a 10. For many routine tasks, taking 10 makes
them automatically successful. Distractions or threats (such as
combat) make it impossible for you to take 10. In most cases,
taking 10 is purely a safety measure—you expect an average roll
to succeed but fear a poor roll might fail, so you elect to settle
for the average roll. Taking 10 is especially useful in situations
where a high roll doesn’t help. It can also speed up play in situations where repeated rolls are necessary. Taking 10 is a good
idea whenever you know the result will be a success.



TAKING 20
When you have plenty of time—2 minutes for a skill that can
normally be checked in 1 round, one full-round action, or one
standard action—you’re faced with no threats or distractions,
and the skill being attempted carries no penalties for failure,
you can take 20. In other words, you should roll a 20 on 1d20
if you roll enough times. Instead of rolling 1d20 for the check,
just calculate your result as if you had rolled a 20.
 Taking 20 means you’re trying until you get it right, and it
assumes that you fail many times before succeeding. Taking
20 takes twenty times as long as making a single check
would take.
 You can’t take 20 on any check that has consequences for
failure. Since taking 20 assumes that you fail many times
before succeeding, you would incur the consequences before
completing the task if you did take 20. Common “take 20”
skills include Escape Artist, Open Lock, and Search.
CASTER LEVEL CHECKS
The normal take 10 and take 20 rules apply to skill and ability
checks. Neither rule applies to caster level checks.