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【PF2】创造物品
« 于: 2021-08-13, 周五 10:04:17 »
创造物品
创造你自己的魔法和炼金物品是一种神奇方法能为你的团队定制冒险和游戏玩法,并添加独特的元素,而不需要像全新的职业、变体或族裔同样的机制深度。



新物品可以是之前冒险的重要纪念品,也是角色在获得奖励后最容易开始使用的元素之一。
本节将解释创造物品背后的原理和数字,以便您可以随时设计自己的物品!

概念和定位 CONCEPT AND ROLE
首先,根据物品在游戏和游戏世界中的作用,想出物品的概念。你可能会在一个古老的废墟中加入一件新物品,以暗示它的历史和过去住在那里的人。例如,瑟西隆(Thassilonian)废墟可能拥有基于符文魔法的物品,而吉斯塔克(Jistkan)废墟可能拥有与魔像相关的物品。
一个新的魔法物品可能在后面的故事中很重要,或者它的角色可能只是一个有趣的狼主题物品,供使用饿狼架势的武僧使用。记住您的概念,以便指导您完成余下的过程。开始思考它会是什么样的魔法物品。每种物品类型都有自己的定位,有些可能对pc不太有用。例如,新的武器和防具要求PC放弃他们已经拥有的武器或防具,这可能会让他们更不愿意使用新物品,除非它们明显更好,而消耗品对故事的影响并不像永久物品那么大。

物品等级 ITEM LEVEL
新物品通常和PC们处于相近的几个等级中。如果等级太低,物品就没啥意思;但是如果物品等级太高,则可能过于强力或者售出太高的价格。

比较 COMPARISON
首先,看看类似的物品。举个例子来说吧,如果你想要一个永久的道具让玩家飞起来,那就看看飞行扫帚(broom of flying)吧,它会自动移动到某个地方,因此不能在战斗中获得巨大的优势。这将让你知道正确的等级范围以及现有道具的不同细节和限制。你甚至可以稍微调整其中一项属性,以最少的工作量得到你想要的。

物品效果 ITEM EFFECTS
接下来,利用物品的概念和定位来确定其效果。这是以创造力赋予物品生命。一定要让它做一些令人兴奋和角色扮演鼓舞人心的事情。一个魔法道具如果只是提供额外的加值,那么它的趣味性就会大大降低,即使它是诸如魔法武器这种,确实是用来提供加值的物品。要确定物品的威力,请考虑你给予该物品的特殊能力以及它所提供的物品加值(如果有)。有关你正在创建的魔法物品类型的具体建议,请查看第83页的“按类型设计”。

特殊能力 SPECIAL ABILITIES
当决定什么特殊能力适合什么等级时,最好是寻找类似的法术来衡量效果。对于大多数消耗品,其效果应该比施法者该等级的最高法术威力要小。卷轴是你能够获得的最有效的道具——它们与施法者的等级相同——但它们需要该法术在施法者的列表中,并采取与正常施法相同的行动。
最直接的选择是每天一次的能力。为此,该物品的等级必须比施法者最快能施放该法术的最低等级高至少2级。例如,如果你的能力和每天一次的3级法术一样强大(如加速术),那么该道具至少应该是7级。基本的魔杖就是一个很好的例子。然而,魔杖是灵活的,可以包含拼写水平最有效可行的选择(如持久的法术,一天一次是永久有效),所以一个特定的物品,不授予这样的拼写可能有额外的权力或奖金以同样的价格作为一个魔杖。
如果该道具可以每天激活多次,那么它应该至少高出4级——在我们的例子中是9级。频率可以是每天两次到每小时一次,或者介于两者之间。允许角色频繁地使用物品,而不是永远保持或无限,才是有意义的。适当的频率,或者是否可以无限制的激活,根据咒语的不同而有很大的不同。无限施展戏法还可以,但是任何非戏法类的法术则通常不太好。只有当你确实理解了后果时,再尝试创造这样的物品。每天激活次数少于一次的道具不应该出现得太频繁,而且它们通常最适合那些在遭遇战之外有意义的能力。最好还是坚持建议的每天一次能力,而且选择通常比较罕见的一个。

恒定能力 Constant Abilities
如果你想要一个效果是恒定的,设置相应的水平和价格。例如,假设你的团队16级了,你想给他们一个以飞行为主题的物品。一个7环飞行术可以持续1小时,一次施法就可以覆盖一天冒险中的重要部分。为了简单起见,你决定制作一件16级的斗篷,让穿戴者可以永久飞行。但是记住,一些效果绝对是不可以持续的,否则可能会扭曲你的团。

激活动作 Activation Actions
在选择激活需要的动作数量时要谨慎!在遭遇战中,一个单动作就能激活双动作法术的物品,比双动作激活要强大的多。像这样的物品通常要更高的级别,并且它在援助类法术或效用有限的法术(而不是进攻性法术)上效果最好。最安全的方法还是使用与法术相同数量的动作。

失去作用 Scaling out of usefulness
如果等级太低,有些法术就失去吸引力了。例如,一件物品每天施放三次一环燃烧之手,那他可能是个五级或者六级物品。但是,这个法术在低等级时影响最大,因此与角色可以采取的其他动作相比,该法术显得没什么用。宁可次数少一些,也要让激活的效果更有影响力。

加值 BONUSES
如果你的物品包括物品加值,请查阅下面的表格,看看在本游戏的数学模型中,各永久加值适用的最低物品等级。较低级别的物品可能会赋予一个临时性的高加值,但要确保物品的效果不是长期有效的。如果一个角色通常一天只开3把或者更少的所,那么对每把锁都+2的物品加值与每天选择3次锁获得+2物品加值并无区别。
对于攻击奖励,AC和豁免,最小值匹配魔法武器和魔法护甲。你可以拥有其他带有这些加值的物品(如重拳缠手带handwraps of mighty blows),但要记住它们与基础符文的竞争关系。
技能加值会出现在更大范围的物品上。有些技能有更广泛的用途,所以运动物品可能比同等的社群物品更贵。获得感知加成比获得技能加成更有价值。即使物品只有最低等级的加值,但这并不意味着加值就是这个物品唯一的作用。除了加值之外,该物品还应该拥有额外的有趣能力。同样地,物品的等级也可以高于最低等级,但如果它的等级更高,那么它的能力要开始能与下一个加值相竞争。

永久物品加值登记表
数值  +1    +2    +3 
攻击加值21016
AC51118
豁免(抗力符文)81420
技能/察觉3917

劇透 -  原文:
BUILDING ITEMS
Creating your own magic and alchemical items is an amazing way to customize the adventure and gameplay for your group and add unique elements without requiring quite the same mechanical depth as a whole new class, archetype, or ancestry.

New items make great mementos of previous adventures and tend to be one of the easiest elements for a character to begin using mid-campaign after receiving them as a reward.
This section explains the philosophy and numbers behind creating items so you can design your own in no time!

CONCEPT AND ROLE
First, come up with a concept for the item based on the role the item serves in your game and in the game’s world. You might include a new item in an ancient ruin to hint at the its history and the people who used to live there. For instance, a Thassilonian ruin might have an item based on rune magic, while a Jistkan ruin might have an item related to golems.
A new magic item might be important later in the story,
or its role might be as simple as a fun wolf-themed item for the monk that uses Wolf Stance. Keep your concept in mind to guide you through the rest of the process. Start thinking about what kind of magic item it will be. Each item type has its own niche, and some are less likely to be as useful to the PCs. For instance, new weapons and armor require the PC to give up the weapon or armor they already have, which might make them more reluctant to use the new items unless they’re noticeably better, while consumable items don’t have as big an impact on the story as permanent items.

ITEM LEVEL
A new item is typically going to be within a few levels of the PCs. If it’s too low, it might not be interesting, and if it’s too high, it might be too powerful or too lucrative to sell.

COMPARISON
First, take a look at similar items. For example, if you want a permanent item that lets someone fly, look at the broom of flying, which moves of its own volition to a location and thus can’t be used to gain a huge advantage during combat, and winged boots, which can. This will give you an idea of the right level range and the different specifics and limitations of existing items. You might even be able to just adjust one of those a bit to get what you want with minimal work.

ITEM EFFECTS
Next, use the item’s concept and role to decide its effects. This is where your creativity will bring the item to life. Make sure to have it do something exciting and roleplay-inspiring. A magic item that does nothing more than deliver a bonus is far less interesting, even if the item does have a load-bearing item bonus, like a magic weapon. To determine the item’s power, take into account the special abilities you give the item as well as the item bonus (if any) that it grants.For specific advice for the type of magic item you are creating, check out Designing by Type on page 83.

SPECIAL ABILITIES
When deciding what special abilities are appropriate for what level, it’s best to look for similar spells to gauge the effect. For most consumables, the effect should be less powerful than the highest level spell a spellcaster of the item’s level could cast. Scrolls are about the most efficient you can get—they’re the same level the spellcaster would be—but they require a spellcaster that has the spell on their list, and take the same actions as casting the spell normally.
     The most straightforward choice is a once-per-day ability. For this, the item’s level should be at least 2 levels higher than the minimum level a spellcaster could first cast that spell. For example, if your ability is about as powerful as a 3rd-level spell cast once per day (perhaps haste), then it should be at least a 7th-level item. A basic wand is a good example. However, a wand is flexible and can contain the most effective possible choice for its spell level (such as long-lasting spells where once a day is effectively permanent), so a specific item that doesn’t grant such a spell could have additional powers or bonuses at the same price as a wand.
    If the item can be activated multiple times per day, it should be at least 4 levels higher instead—9th level in our example. Frequency could range from twice per day to once per hour and anything in between. Choose whatever makes sense to allow the characters to use the item more frequently without being effectively constant or unlimited. The appropriate frequency, or whether it’s ever okay to have unlimited activations, varies wildly based on the spell. Unlimited castings of a cantrip is fine, but an effect akin to a non-cantrip spell is rarely a good idea. Only attempt to build such an item when you’re certain of the consequences. Items that can be activated less often than once per day don’t appear too often, and they usually fit best with abilities that make sense outside of encounters. It’s still best to stick to the guidelines for once-per-day abilities, but these items tend to have more properties—and often strange ones.

Constant aBilities
If you want an effect to be constant, set the level and Price accordingly. For instance, let’s say your group is 16th level and you want to give them an item themed around flying. A 7th-level fly spell lasts an hour already, so one casting covers a significant portion of the adventuring day. To keep it simpler, you decide to create a 16th-level cloak that lets the wearer constantly fly. Remember, some effects were never meant to be constant and could warp your game.

Activation Actions
Watch out when picking the number of actions an activation takes! A 1-action activation that casts a spell with a 2-action casting time is drastically more powerful in an encounter than an item with a 2-action activation would be. An item like that is typically much higher level, and it works best with “helper” spells or ones with limited utility rather than offensive spells. The safest bet is to use the same number of actions the spell normally takes to cast.

Scaling out of usefulness
Some spells aren’t appealing if their level is too low. For instance, an item that casts 1st-level burning hands three times per day might be 5th or 6th level. The problem is that spell scaling has the biggest impact at low levels, so the spell isn’t effective compared to other actions a character could take. Err on the side of fewer, more impressive activations.

BONUSES
If your item includes item bonuses, check the table below for the minimum item levels the game’s math expects permanent bonuses to be applied to. A lower-level item might give such a bonus temporarily, but keep track to make sure the item isn’t effectively permanent. If a character typically picks three or fewer locks a day, there’s no difference between a +2 item bonus to pick all locks and an activation that gives a +2 item bonus to Pick a Lock three times per day.
For attack bonuses, AC, and saves, the minimums match magic weapons and magic armor. You can have other items with these bonuses (like handwraps of mighty blows), but keep in mind they compete with fundamental runes.
Skill bonuses come on a wider range of items. Some are more broadly useful, so an Athletics item might be more expensive than an equivalent Society item. Gaining a bonus to Perception is especially valuable compared to gaining a bonus to a skill. Just because an item is the minimum level for its bonus doesn’t mean the bonus should be the item’s only power. The item can and should have an additional interesting power beyond the bonus. Likewise, an item can come at a higher level than the minimum, but if it’s much higher, its abilities start to compete with the next bonus.

TABLE 2–17: LEVELS FOR PERMANENT ITEM BONUSES
Statistic +1 +2 +3
Attack bonus 2 10 16
AC 5 11 18
Save (resilient rune) 8 14 20
Skill/Perception 3 9 17*
* This is also the minimum level for apex items.

« 上次编辑: 2021-09-02, 周四 18:26:14 由 丞相 »
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分类型设计 DESIGNING BY TYPE
« 回帖 #1 于: 2021-08-26, 周四 11:48:49 »
分类型设计 DESIGNING BY TYPE
以下指引适用于各个类型的物品。

炼金物品 ALCHEMICAL ITEMS
炼金物品是消耗品。因为炼金师可以免费制造大量物品,所以炼金物品的价格相对较低。避免感觉太像法术的炼金术效果。炼金术可以制造出奇妙的东西,但要有自己独特的感觉;你的底线在哪里取决于你的游戏。
炼金炸弹就像炼金师的武器,通常主要是造成伤害,并有次要的额外效果。现有的炸弹是很好的模型。灵药应该多样的;确保不要复制药剂,特别是那些具有高度魔力的药剂。注意突变剂的缺点;很容易创造出对于特定角色没有负面作用的突变药剂。来看下宁静突变药剂。如果它的缺点不影响法术,那么对于不使用武器的基于感知属性的施法者来说,它就没有缺点。毒药是一种较难制作的炼金术物品,通常情况下最好是调整《核心规则书》中的物品,避免制作过于强大的物品;与具有相似起效和持续时间的同类毒药相比,更长的起效和持续时间的毒药会造成更大的伤害。炼金术工具最适合用来增加一些古怪的东西。他们可能特别有创意和有趣,但往往不强大。

引用
药水与灵药 POTIONS VS. ELIXIRS
炼金物品和魔法物品遵循根据其等级的类似价格经济原则,但药水拥有更直接并且宽广的法术效果。炼金术士可以大量制造与他们等级相同的灵药,如果一个17级灵药与一个9级法术威力相仿,那炼金术士相当于拥有40多个9级法术,并且可以单动作激活,变成高速施法。

弹药 AMMUNITION
魔法弹药是消耗品;发射即摧毁。注意你是否给了弹药一个启动:任何大的闪光效果在对应等级上都有应有一个启动,因为否则这个效果本质上是一个附加在打击上的自由动作。这对于很低级别的弹药尤其重要,因为高级别角色可以在不吝啬金钱成本的情况下,每一击都使用这种弹药。如果弹药不能正常造成打击伤害,一定要特别说明!因为默认是能造成伤害的。

护甲与武器 ARMOR AND WEAPONS
特殊护甲与武器取代了添加性能符文的机会,所以你有很多可以设计的余地。选择那些与武器或盔甲相关的能力;例如,你指向敌人发射火焰矢的火焰之剑比以无关的方式施放火墙术(wall of fire)的火焰之剑更符合主题。
特定物品的价格应该比基础护甲或武器的价格更高,但是作为特定物品特殊定位的一部分,你通常可以将额外组件的的成本大幅降低。要小心除了特殊的特殊能力外还包括属性符文的特殊的护甲或武器。如果你直接对物品进行折扣,你可能会得到一件比使用普通属性符文系统建造的物品要好得多的物品。放弃自设特征来提升单纯的强度也并不总是坏事,如果道具在你的故事中占据重要位置,那就没问题。只要确保差别不是太大就行。如果你只想创造一件只有符文而没有特殊能力的护甲或的武器,也完全没问题。这类物品的价格是所有符文价格的总和,它的等级是物品上最高等级符文的等级。
在挑选能力的时候,你也可以考虑第96到第105页的圣物。即使你的团不使用圣物系统,这一章节也有很多按主题给出的能力可选择。如果你这样做了,请记住圣物能力通常比普通的物品更强大,而且这些能力不会在普通魔法物品上扩展。

手持物品 HELD ITEMS
通常,手持物品需要通过交互动作才能操作使用。它们通常是工具、道具、可以抛出的物品等等,想象一下PC在物理上使用这个道具是什么样子。记住,比起施法者或者空手角色(例如武僧),战斗职业使用手持物品要有挑战性的多。野蛮人可能必须放弃双手武器才能使用手持物品,因此不太可能使用手持道具。这意味着您可能需要专门为战斗角色设计手持物品,或者让它们成为战斗角色在战斗之外使用的物品。

油膏 OILS
油膏是你涂在物品上的消耗品,偶尔会涂在生物身上。它们提供了将效果应用于其他物品的有趣机会。只要记住不要意外地将本应局部使用的东西制成药水;例如,石化角色不能喝解除石化药剂!油膏的使用方式取决于涂抹的彻底程度。对于一个在战斗之外使用的油膏,可能需要一分钟或更长时间涂抹。

药水 POTIONS
药水是最真实意义上的消耗品;你真的把它们喝入腹中了。由于饮用这个行动不容易分解,他们只需要一个动作就可以激活。这一优势使得复制法术效果的药水威力惊人,这也是药水几乎总是比具有类似效果的卷轴更高等级的原因。

符文 RUNES
性能符文是一种有趣且多用途的定制武器和盔甲的方式,无需扔掉之前的物品。每一个都应该相当简单,尤其是在较低的等级,因为组合符文会使事情变得过于复杂。与其他属性进行比较以确定正确的等级。

卷轴 SCROLLS
你永远不会需要设计一个新的卷轴,但在设计其他类型的消耗品时,可以将它们用作比较。如果你设计的消耗品看起来比它同等级卷轴好得多,或者激活速度更快,你可能应该提高物品的等级或者调整效果。

盾牌 SHIELDS
使用百炼盾作为该等级护盾最合理的护盾硬度、HP和BT的基准。你的新盾牌应该比那些基准少,因为它还拥有其他功能,你可以利用减少的幅度来构筑创造性的防御能力。

法杖 STAVES
你需要想出一个主题,并策划一个与该主题相近的法术列表,通常每个法术等级一到三个,都在一个法术列表上。一根法杖总是比他所能释放最高环法术的最低等级至少高出3级,因此一根拥有最多4级法术的法杖至少是一件10级物品。

构造物 STRUCTURES
构造物要靠你的想象力,是绝佳的第三类物品,但并不影响战斗。由此你可以给它个不太贵的价格,但要记得别让构造物被滥用,并显著影响遭遇。

护符 TALISMANS
因为护符是提前贴上的,但不会消耗动作,它们会奖励深思熟虑和提前规划。他们可以自由动作激活,具有所有消耗品中最好的动作效率。如同卷轴奖励特定的施法者,护符奖励特定类型的角色。护符可以允许一次使用专长,如果角色已经拥有该专长,则会有额外的效果。将护符视为战斗角色和卷轴对应的选项,以扩展你的游戏中非施法者可用的选择。

魔杖 WANDS
你不需要设计基本的魔杖,但你可能会设计一个特殊的魔杖。设计新的特殊魔杖时记着,你的魔杖等级通常比基本魔杖高1到2级,具体取决于特殊效果的大小。请记住,如果你把魔杖提高2级,它现在将与一个高一级法术的魔杖竞争,所以这个特殊效果最好值这个价!

穿戴物 WORN ITEMS
穿戴物的效果差别很大,但是它们都会占用角色10件绑定物品中的一件。以及请记住需要有穿戴的位置(或者——如果你能想象有人毫不费力的穿戴10件或更多衣物)。
穿戴的地方通常应该与它的效果或奖励相匹配:鞋子帮助你移动,目镜影响你的视力,等等。就像持有道具一样,想象一个角色穿戴物品时如何描绘他们如何使用魔法。
巅峰物品总是至少是17级的,并且应该有独特的能力奖励,就像其他物品一样。

劇透 -  原文:
DESIGNING BY TYPE
The following guidance applies to items of various types.

ALCHEMICAL ITEMS
Alchemical items are consumables. Because alchemists can make a large number for free, alchemical items tend to be on the weaker end for their level, with lower Prices. Avoid alchemical effects that feel too much like magic. Alchemy is capable of fantastical things, but should have its own distinct feel; where you draw the line depends on your game.
Alchemical bombs are like weapons for alchemists and should usually primarily deal damage, with small extra effects. Existing bombs are great models. Elixirs are varied; make sure not to duplicate potions, especially highly magical ones. Be careful with mutagen drawbacks; it’s easy to make one ths. Look at the serene mutagen. If its drawback didn’t affect spells, Wisdom-based casters who didn’t use weapons would have no drawback. Poisons are one of the trickier alchemical items to make, and it’s usually best to just tweak one found in the Core Rulebook to avoid making something that’s overpowered; compare to poisons of the same type that have similar onset and stage duration, as longer onset and duration poisons tend to deal drastically more damage. Alchemical tools are best used for adding a little weirdness. They can be especially creative and interesting, but tend not to be powerful.

AMMUNITION
Magic ammunition is consumable; launching it destroys it. Pay attention to whether you give the ammunition an activation: any big flashy effect for its level should almost always have one, since otherwise the effect is essentially a free action on top of a Strike. This is particularly important for extremely low-level ammunition, since a high-level character could use that ammunition for every Strike without noticing the gold cost. If the ammunition doesn’t deal normal Strike damage on a hit, remember to say that! Dealing damage is the default.

ARMOR AND WEAPONS
Specific armor and weapons replace the opportunity to add property runes, so you have a lot of space to design. Choose abilities that feel attached to the fact that they are weapons or armor; for instance, a fiery sword that you point at an enemy to shoot fire bolts is more on theme than a fiery sword that casts wall of fire in an unconnected way.
The specific item should cost more than the base armor or weapon would with just the fundamental runes, but you can often discount the cost of the additional components significantly as part of the specific item’s special niche. Be careful about specific armor or weapons that include property runes in addition to unique specific abilities. If you discount the item, you might end up with an item significantly superior to one built using the normal property runes system. That’s not always bad, since it’s still giving up customization for power, and this can be appropriate if the item has an important place in your story. Just make sure the difference isn’t too drastic. If you just want to create armor or a weapon with runes and no extra special abilities, you can do so. The Price of such an item is the sum of all the runes’ Prices, and its level is that of the highest-level rune on the item.
When picking abilities, you can also consider taking from the relic gifts found on pages 96–105. Even if your game doesn’t use relics, that section has plenty of choices sorted by theme. If you do, keep in mind that relic abilities are typically more powerful than usual for their level and that those abilities wouldn’t scale on a normal magic item.

引用
POTIONS VS. ELIXIRS
Alchemical items and magic items follow a similar price economy based on their level, but the effects of potions can be a bit broader and more directly magical. Alchemists can also make extremely large numbers of elixirs at an item level equal to their alchemist level, so if a 17th level elixir was competing with a 9th level spell for power, an alchemist would be packing the equivalent of over 40 9th level spells, and potentially quickened spells thanks to the single action activation.

HELD ITEMS
Usually, held items should require manipulation to use, with Interact activations. They are most often tools, implements, items that can be thrown, and the like. Imagine a PC physically using the item and what that looks like.Remember that held items are more challenging for martial characters to use, compared to spellcasters or hands-free characters, like monks. A barbarian might have to give up a two-handed weapon to use a held item, and so is less likely to use one. This means you might want to design held items specifically for non-martial characters, or have them be items a martial character uses outside of combat.

OILS
Oils are consumables you slather onto items or, rarely, creatures. They provide an interesting opportunity to apply effects to other items. Just remember not to accidentally make something that should be applied topically into a potion; for instance, a petrified character can’t drink an anti-petrifying potion! The actions an oil takes to use depend on how thoroughly it needs to be applied. For one used outside of combat, it could take a minute or more.

POTIONS
Potions are consumables in the truest sense; you literally consume them. Since the action of drinking isn’t easy to split up, they take only a single action to activate. This advantage makes potions that replicate spell effects incredibly powerful, and it’s the reason potions are nearly always higher level than scrolls with similar effects.

RUNES
Property runes are a fun and versatile way to customize weapons and armor without throwing away the previous items. Each should be fairly simple, especially at lower levels, because combining runes can make things overcomplicated. Compare to other properties to determine the right level.

SCROLLS
You’ll never need to design a new scroll, but use them as a comparison when designing other types of consumables. If you’re designing a consumable that seems like it’s much better than a scroll of its level—or faster to activate—you should probably raise the item’s level or adjust the effect.

SHIELDS
Use the sturdy shields as benchmarks for the best possible shield Hardness, HP, and BT for a shield of that level. Your new shield should have less than those benchmarks since it also does something else, and you can use the magnitude of the reduction to build room for creative defensive abilities.

STAVES
You’ll need to come up with a theme and curate a list of spells that stay close to that theme, typically one to three per spell level, all on one spell list. A staff is always at least 3 levels higher than the minimum level for a spellcaster to cast the highest-level spell it contains, so a staff with up to 4th-level spells would be at least a 10th-level item.

STRUCTURES
Structures are evocative and make great tertiary items, quirky but not part of a combat build. This allows you to price them affordably, but make sure there isn’t some hidden abuse where the structure drastically alters encounters. The structure trait is intended to help as a starting point.

TALISMANS
Because talismans are affixed ahead of time but don’t take an action to retrieve, they reward forethought and planning. Those that can be activated as a free action also have the best action efficiency of any consumable. In the same way scrolls reward specific spellcasters, talisman requirements reward particular types of characters. Talismans might grant a single use of a feat, with an additional effect if the character already has that feat. Think of talismans as martial characters’ answer to scrolls to expand on the options of the non-spellcasters at your table.

WANDS
You won’t need to design basic magic wands, but you might want a special wand. When designing a new special wand, your wand’s level will usually be 1 to 2 levels higher than the basic wand, depending on the magnitude of the special effect. Remember that if you make the wand 2 levels higher, it’s now competing with wands of a spell a whole level higher, so the special effect should be worth that cost!

WORN ITEMS
Worn items vary wildly in their effects, but they all take up one of a character’s 10 invested items. Remember to include the item’s worn entry, if applicable (or — if you could imagine someone wearing 10 or more with no difficulty).
Where the item is worn should usually match its effects or bonuses: shoes help you move, eyepieces affect your vision, and so on. As with held items, imagine a character wearing the item to picture how they use its magic.
Apex items are always at least level 17 and should have unique abilities on top of their bonus, just like other items.
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填写数据 FILL IN THE NUMBERS
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填写数据 FILL IN THE NUMBERS
你几乎搞定啦,剩下的就是填数了!

DC
为物品的能力选择任何DC。表2-18中的典型DC不会出错。但是,功能范围更狭窄的物品的DC可以高2点,而强制豁免的(如带有光环)的DC通常会低2点。DC越低,物品越快过时。

表2-18:魔法物品DC
物品等级DC
115
216
317
418
519
620
723
824
925
1027
1128
1229
1330
1431
1534
1635
1737
1838
1941
2043


物品价格 ITEM PRICES
使用以下指导原则为物品定价

永久物品 Permanent items
每个物品等级都有一个价格范围。根据物品的定位和能力,决定物品的价格落在哪个区间。虽然这里有很大差异,但只有当你希望PC卖掉这些物品时,才需要仔细考虑价格问题。
第一类物品的价格接近其等级的最高值。它们对战斗或玩家能力有很大影响。这包括武器、盔甲和察觉物品。最高的价格是魔法武器、魔法盔甲和巅峰物品。所以+1强击武器在第4级是100 gp。
第二类物品,具有中等价格,可以提供显著的次要好处,或增强高度间接的非战斗或支援技能,如药物或手工艺。
第三类物品,价格最低,是奇怪或非常特殊的物品,通常不是角色构建的核心。特别罕见的那类,可能会落在两个层次之间。
表2-19:永久魔法物品价格
物品等级价格核心物品
110-20gp
225-35gp+1武器
345-60gp+1技能物品
475-100gp+1强击武器
5125-160gp+1护甲
6200-250gp
7300-360gp
8415-500gp+1抗力护甲
9575-700gp+2技能物品
10820-1000gp+2强击武器
111160-1400gp+2抗力护甲
121640-2000gp+2高等强击武器
132400-3000gp
143600-4500gp+2高等抗力护甲
155300-6500gp
167900-10000gp+3高等强击武器
1712000-15000gp+3技能物品,巅峰物品
1818600-24000gp+3高等抗力物品
1930400-40000gp+3上等强击武器
2052000-70000gp+3上等抗力护甲

消耗品 Consumables
消耗品有一个略窄的范围,高端物品有卷轴、最佳物品治疗药剂或超级有用的消耗品,或者是超级有用的消耗品,比如高端的隐形药水。
表2-20:消耗品价格
物品等级价格
13-4gp
25-7gp
38-12gp
413-20gp
521-30gp
631-50gp
751-70gp
871-100gp
9101-150gp
10151-200gp
11201-300gp
12301-400gp
13401-600gp
14601-900gp
15901-1300gp
161301-2000gp
172001-3000gp
183001-5000gp
195001-8000gp
208001-14000gp

劇透 -  原文:
FILL IN THE NUMBERS
You’re almost done! The final step is to fill in the numbers.

DCS
Choose any DCs for the item’s abilities. You can’t go wrong with the typical DCs in Table 2–18. However, an item with a narrow function might have a DC up to 2 higher, and one that forces a save (such as with an aura) is typically 2 lower. The lower the DC, the quicker the item becomes obsolete.
TABLE 2–18: MAGIC ITEM DCS
Item Level DC
1 15
2 16
3 17
4 18
5 19
6 20
7 23
8 24
9 25
10 27
11 28
12 29
13 30
14 31
15 34
16 35
17 37
18 38
19 41
20 43

ITEM PRICES
Use the following guidelines for pricing items.

PeRmanent items
Each item level has a price range. Based on the item’s role and abilities, decide where in that range to place it. There’s plenty of variation, and you primarily need to worry about Price only if you expect the PCs will be able to sell it.
Primary items cost near the highest value for their level. They have a big impact on combat or player ability. This includes weapons, armor, and Perception items. The highest price is for items like magic weapons, magic armor, and apex items. So a +1 striking weapon is 100 gp at 4th level.
Secondary items, with middle values, give significant secondary benefits or enhance highly consequential noncombat or support skills like Medicine or Crafting.
Tertiary items, with low value, are weird or very specific items, ones not usually core to a character’s build. Especially strange ones might fall into the gap between two levels.
TABLE 2–19: PERMANENT MAGIC ITEM PRICE
Level Price Core Item
1 10–20 gp
2 25–35 gp +1 weapon
3 45–60 gp +1 skill item
4 75–100 gp +1 striking weapon
5 125–160 gp +1 armor
6 200–250 gp
7 300–360 gp
8 415–500 gp +1 resilient armor
9 575–700 gp +2 skill item
10 820–1,000 gp +2 striking weapon
11 1,160–1,400 gp +2 resilient armor
12 1,640–2,000 gp +2 greater striking weapon
13 2,400–3,000 gp
14 3,600–4,500 gp +2 greater resilient armor
15 5,300–6,500 gp
16 7,900–10,000 gp +3 greater striking weapon
17 12,000–15,000 gp +3 skill item, apex item
18 18,600–24,000 gp +3 greater resilient armor
19 30,400–40,000 gp +3 superior striking weapon
20 52,000–70,000 gp +3 superior resilient armor

ConsumaBles
Consumables have a slightly narrower range, with top end items like scrolls, optimum healing potions, or super-useful consumables like a potion of invisibility at the high end.
TABLE 2–20: CONSUMABLE PRICE
Level Price
1 3–4 gp
2 5–7 gp
3 8–12 gp
4 13–20 gp
5 21–30 gp
6 31–50 gp
7 51–70 gp
8 71–100 gp
9 101–150 gp
10 151–200 gp
11 201–300 gp
12 301–400 gp
13 401–600 gp
14 601–900 gp
15 901–1,300 gp
16 1,301–2,000 gp
17 2,001–3,000 gp
18 3,001–5,000 gp
19 5,001–8,000 gp
20 8,001–14,000 gp
« 上次编辑: 2021-09-02, 周四 18:33:06 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相