作者 主题: 【核心书】游玩过程 Game play  (阅读 10667 次)

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离线 Kistyr

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【核心书】游玩过程 Game play
« 于: 2018-11-02, 周五 11:36:53 »
一次超能对决的团就好像一本漫画书里的情节或者是动漫的一段插曲。(a session of M&M我翻译成一次M&M的团了)GM和玩家一起通过进行一场游戏的方式来讲一个故事。一次超能对决团的长度是多变的,可以是两小时到数小时甚至更多。有的冒险可以一个团结束,有的会用好几次团,就像有些漫画书的故事线和短系列有的只用一章而有的用好几章。这个游戏允许你在合适的情节自然的暂停和允许你继续游戏只要你和你的朋友愿意。 、
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A session of the Mutants & Masterminds game resembles an issue of a comic book or an episode of an animated series. The Gamemaster and the players get together and tell a story through the process of playing the game. The length of the game session can vary, from just a couple hours to several hours or more. Some adventures may be completed in a single session while others may take multiple sessions, just as some comic book stories are told in one issue while others span multiple issues, forming a story arc or mini-series. The episodic nature of the game allows you to choose when to stop playing and allows you to start up again at any time you and your friends want.

同样像漫画书一样,M&M是由一系列相联系的场景构成的,有的场景是简单明了的,通过英雄与其他人的互动所构成,在这些事件里,GM只需要要求玩家依次描述自己的英雄的行动和其他角色的回应和行动,这里就是玩家扮演他们角色的即兴表演。当有事件发生的时候,就像延缓自然灾害,对抗反派时,进入战斗轮时间会变得宝贵,这时玩家就不得不通过掷骰子来看他们的英雄如何行动(靠骰娘了)。
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Also like a comic book, a M&M game consists of a series of interrelated scenes. Some scenes are fairly straightforward, with the heroes interacting with each other and the supporting cast. In these cases the GM generally just asks the players to describe what their heroes are doing and in turn describes how the other characters react and what they do. There may be some improvisational acting as everyone plays out the roles of their characters. When the action starts happening, such as when the heroes are staving off a disaster or fighting villains, time becomes more crucial and is broken down into action rounds, and the players generally have to make die rolls to see how their heroes do.

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Re: 【核心书】游玩过程 Game play
« 回帖 #1 于: 2018-11-02, 周五 11:49:07 »
Check   检定

你的英雄在顶楼通过天窗观察下面,在下面的废弃仓库里,反派正要通过机械装置把你的英雄的朋友扔进了沸腾的酸缸。你转向GM开始你的行动宣言(say):
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Your hero stands perched on the rooftop, looking down through the skylight. In the abandoned warehouse below, the villain throws the switch that begins lowering your hero’s friends into the vat of boiling acid! You turn to the Gamemaster and say:

“我跳下去,破窗而出的那种,摆越去栅顶,把坏家伙踢出去,然后轻击开关停下正在下降的机械装置。”
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“I leap down, smashing through the skylight, swing over to the catwalk, kick the bad guy out of the way, then flip the switch to stop the lowering mechanism!”

怎样在游戏里精准的完成你的动作?无论何时,对一个角色在M&M中的结果存疑的时候都需要一个适当的特质检定,像属性,技能,能力等(也被称为“特质检定”或“(请填写特质名字)”的检定,举个例子,像一个“灵巧检定”)。
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How exactly do you do that in the game? Whenever a character in Mutants & Masterminds attempts something where the outcome is in doubt, it requires a check of an appropriate trait: ability, skill, power, etc. (also known as a “trait check” or a “[fill-in trait name]” check, like a “Dexterity check,” for example).

通过掷骰子来进行一个检定,添加适当的等级,并将结果与难度等级进行比较。
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Make a check by rolling the die, adding the appropriate rank, and comparing the result against a difficulty class


难度等级:如果你的骰点结果大于等于难度等级.你成功了,如果没有,那么你的尝试失败了。不管你超过了难度等级或是低于难度等级几何,但是通常来说这只是作为成功与否的判定。
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(DC): if your result equals or exceeds the DC, you succeed. If it does not, then your attempt fails. Sometimes how much you exceed or fail to exceed the DC matters, but often it is simply whether you do or not that counts


Check = d20 + ability vs. difficulty class
检定=D20+能力vs. 难度等级

所以前例中,有多少个检定在里面呢?让我们将那个英雄的作为拆分来看看:
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So in the previous example, how many checks are there? Let’s break things down and look at what the hero is doing:

...跳下去...”跳下去按字面意思来说就像从木头上跳下来一样简单(对于英雄来说),所以这里不用检定。
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... leap down ...” Jumping down is literally as easy as falling off a log, so there’s no need for a check here.

...破窗而出的那种...”打破一些东西可能需要一个检定,但是在这个案例中,用身体猛烈的穿过玻璃,如果GM没有觉得这个行为有任何难点的话,这个自动成功了。游戏的流畅性也是GM判定和介入所要考虑的一个重点。
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“... smashing through the skylight ...” Breaking something can require a check, but in this case—a body hurling through Plexiglas—the Gamemaster does not see a point in making one, so this is automatic, too. This is one of the ways the Gamemaster’s judgment and intervention is important in the flow of the game.

“...摆越去栅顶...”这部分需要一些主观的判断。如果你的英雄有作用于摆越移动的影响(详见能力),那么这个动作自动成功。否则的话,这可能需要一个特技检定来看看动作是否成功;即使那样,如果你的英雄足够擅长特技,GM可以进行一次通常检定就不用掷骰子了(通常检定的具体说明详见后文)
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... swing over to the catwalk ...” This part of the action is a bit of a judgment call. If your hero has the Swinging movement effect (see Powers), then this is automatic. Otherwise, it might call for an Acrobatics skill check to pull it off; even then, if your hero is good enough at Acrobatics, the Gamemaster might call this a routine check and waive the need for a roll (see Routine Checks later in this chapter).

...把坏家伙踢出去...”这里是这次英雄行动最关键的地方。自然,这个你想踢的反派也不会站着让你打,这里就需要一个关于你英雄格斗能力的检定了(给这个能力用哪种方式去打一个特写(详细描述))。如果你决定让你的英雄向反派射击或扔东西就需要一个关于敏捷的检定来替代格斗检定
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... kick the bad guy out of the way ...” Here’s the real crux of the hero’s action. You want to hit the villain who, naturally, wants to avoid being hit. This calls for a check of your hero’s Fighting ability (which measures the ability to hit things close-up). If you decided to have your hero shoot or throw something at the villain that would be a check of Dexterity instead.

...轻击把开关打开...”假定那个坏家伙已经被踢出去了,那么这个动作不需要任何检定。如果这个英雄对反派的攻击失败了,然后他依旧按照原计划行事。所以,这一切取决于与反派格斗对抗的结果。如果这个机械装置特别的复杂,GM可能在这要求玩家过一个检定,像用科技技能来看出这个玩意怎么运行。
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... flip the switch back up ...” Assuming the bad guy is out of the way, this is easy, no check required. If the hero’s attempt to hit the villain fails, then the hero still has to get past him in order to do this at all. So it all depends on the outcome of the Fighting check against the bad guy. If the mechanism was especially complex, the GM might ask for a check here, such as using the Technology skill to figure out how it works

如你所见,一旦你把上面的例子分开来看,检定也是相当的简单。所有的GM应该回应玩家的宣言是“行,那你去打这个反派,骰一个格斗检定,”让其他的描述保持原样。英雄是否成功的阻止了反派的陷阱取决于与反派对抗的结果。
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As you can see, once you break it down, checks are actually fairly simple. All the Gamemaster has to say in response to the player’s declaration is: “Okay, roll a Fighting check to hit the villain,” letting the rest of the description stand as what happens. Whether or not the hero is successful in stopping the trap depends on the outcome of the attack against the bad guy.

当然,如果反派是正在等待着英雄的到来的话,这里可能有一些其他的陷阱,像部分栅顶被操纵着掉下来,用反派的怜悯把你的英雄朋友从悬挂的酸桶上放下来!在这个事件,GM应该回应玩家的宣言:“你破窗而出,摆越到栅顶,但是当你这样做的时候......”然后继续描述发生了什么。英雄剩下的动作可能是无效的和会被避免的,因为当你对付狡猾的反派的时候事件发展并不能与计划一致。
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Of course, if the villain is expecting the hero, there might be another trap, such as part of the catwalk rigged to fall away under him, leaving him dangling above the acid vat and at the villain’s mercy! In that case, the GM would respond to the player’s description: “You smash through the skylight and swing over to the catwalk, but when you do...” and go on to describe what follows. The rest of the hero’s intended action(s) are null and void, because things don’t always go as planned when you’re dealing with cunning supervillains!

检定用于决定M&M中的所有结果,所有一旦你理解了这个基础设定,剩下的就很简单了。详细说明如何运用游戏的检定和这些检定的影响的例子,详情见动作与冒险章节。
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Checks are used to resolve all outcomes in Mutants & Masterminds, so once you understand the basic concept, the rest is easy. For detailed examples of how to use checks in the game and their effects, see the Action & Adventure .








« 上次编辑: 2018-11-02, 周五 13:24:44 由 Kistyr »

离线 Kistyr

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Re: 【核心书】游玩过程 Game play
« 回帖 #2 于: 2018-11-02, 周五 13:26:57 »
CRITICAL SUCCESS  关键成功

如果你在进行检定时掷出了一个20,那么你就获得了一次关键成功。像往常一样得出成功程度之后再增加一个程度。这会导致一个低等级的成功变的更有效,但更重要的是,这可以使一次失败转变为完全的成功!在一次攻击检定中的关键成功被称为重击,具体的描述在之后的行动与冒险章节
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If you roll a 20 on the die when making a check you’ve scored a critical success. Determine the degree of success normally and then increase it by one degree. This can turn a low-level success into something more significant, but more importantly, it can turn a failure into a full-fledged success! A critical success with an attack check is called a critical hit, discussed later in this chapter and in the Action & Adventure chapter.


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Re: 【核心书】游玩过程 Game play
« 回帖 #3 于: 2018-11-02, 周五 13:38:59 »
DIFFICULTY CLASS  难度等级

检定是与难度等级做一个对抗,一个你的检定必须大于等于才能成功的由GM定下的数字。所以对于一个难度等级为15的事件你必须掷出一个大于等于15的检定才能成功。在一些事件里,成功与否取决于检定结果有多高或有多低于难度等级,这被称为成功或失败的程度。
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Checks are made against a difficulty class or DC, a number set by the GM, which your check must equal or exceed to achieve success. So for a task with a DC of 15 you must roll a check total of 15 or greater to succeed. In some cases, the results of a check vary based on how much higher or lower the result is than the DC, known as its degree of success or failure.

ROUTINE CHECKS   通常检定
在这个激励人心的超级英雄式冒险中,一个检定通常代表执行一个任务有多大的压力。当情况不是太严峻的时候,你可以达成一个更可靠的结果。在通常情况下——你做事没有任何阻力的情况下——作为检定掷骰子的替代,以你的骰点为10作为结果。这可以确保在修正为0及以上时平均难度等级事件的成功。更强力的角色(有更高的加值),可以在通常基础上完成更难的检定:举个例子,一个+10的加值,意味着一次通常检定的总计为20,可以在一个难度等级20的事件中成功,或是在通常基础上在难度等级10的事件中获得第三程度的成功。
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A check normally represents performing a task under a certain amount of pressure, in the midst of the furious action of super-heroic adventure. When the situation is less demanding, you can achieve more reliable results. Under routine circumstances—when you are not under any pressure—instead of rolling the die for the check, calculate your result as if you had rolled a 10. This ensures success for average (DC 10) tasks with a modifier of +0 or more. More capable characters (with higher bonuses) can succeed on more difficult checks on a routine basis: a +10 bonus, for example, means a routine check total of 20, able to succeed at DC 20 tasks on a routine basis, and achieve three degrees of success on average (DC 10) tasks on a routine basis.

DIFFICULTY CLASSES  难度等级


很简单(0)注意到一些显而易见的东西(感知)
简单(5)爬一段结绳(体育)
普通(10)听到一个保安正在靠近(感知)
困难(15)解除一个爆炸物(科技)
有挑战性的(20)游泳时与一股汹涌的水流对抗(体育)
难以应对的(25)爬湿滑的岩壁(体育)
英雄级的(30)破解一个复杂的安全系统(科技)
超级英雄级的(35)即使在没有带ID和不在安全名单上的情况下,也能说服保安让你进建筑(诈欺)
几乎不可能完成的(40)在无光和下雨的情况下追踪一个12天前穿过丛林的训练有素的突击队员。(感知)
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Very easy (0) Notice something in plain sight(Perception)
Easy (5) Climb a knotted rope (Athletics)
Average (10) Hear an approaching security guard (Perception)
Tough (15) Disarm an explosive(Technology)
Challenging (20) Swim against a strong current(Athletics)
Formidable (25) Climb a wet, slippery rock-face(Athletics)
Heroic (30) Overcome a sophisticated security system (Technology)
Super-heroic (35)Convinces the guards, even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Deception)
Nigh-impossible (40) Track a trained commando through the jungle on a moonless night after 12 days of rainfall (Perception)





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Re: 【核心书】游玩过程 Game play
« 回帖 #4 于: 2018-11-02, 周五 13:39:28 »
OPPOSED CHECK EXAMPLES   对抗检定示例

TASK                                         SKILL                         OPPOSED BY
事件                                          技能                           由何对抗

Sneak up on someone                Stealth                        Perception
悄悄地接近某人                           潜行                              感知

Con someone                            Deception                     Insight
欺诈某人                                    诈欺                             洞察

Win a car race                          Vehicles                        Vehicles
赢得赛车比赛                             车辆                              车辆

Pretend to be someone else       Deception                    Perception
假扮某人                                   诈欺                               感知

Steal a key chain unnoticed        Sleight of Hand            Perception
偷一串钥匙而不被察觉                   妙手                               感知

Win a trivia contest                    Expertise                      Expertise
赢一场琐事争辩                            心理学                            心理学

Break computer security           Technology                    Technology
突破安保系统                              科技                                科技
 
« 上次编辑: 2018-11-02, 周五 13:42:14 由 Kistyr »

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Re: 【核心书】游玩过程 Game play
« 回帖 #5 于: 2018-11-02, 周五 13:44:04 »
OPPOSED CHECKS   对抗检定

有些检定是对抗的。这些检定以其他角色的骰点结果为难度等级。骰点高者获胜。举个例子,如果想恐吓某人。你需要一个诈欺检定,而GM掷一个洞察检定作为你的难度等级(DC)。如果你的骰点高于目标的洞察检定结果,你就成功了。
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Some checks are opposed. They are made against another character’s check result as the DC. Whoever gets the higher result wins. An example is trying to bluff someone. You roll a Deception check, while the GM rolls an Insight check for your target. If you beat the target’s Insight check result, you succeed.

如果对抗平局,则高加值的角色获胜。如果加值相同,骰一个D20。在掷骰子之前让角色选好谁是“高”,谁是“低”,在1—10是一个角色胜利,在11—20则是另一个角色胜利。
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For ties on opposed checks, the character with the higher bonus wins. If the bonuses are the same, roll d20. On a 1–10, one character wins, and on an 11–20, victory goes to the other character; decide which character is “high” and which is “low” before rolling.


ROUTINE OPPOSITION 通常对抗


在有的事件里两个或更多的角色主动的互相对抗,所有角色都掷一个相关检定,然后比较结果。然而在有的情况下,有的角色在对抗中甚至没有意识要这样做。(PS:指掷骰子)!举个例子,一个保安站在哪监视并寻找入侵者,这会让任何企图潜行的人对抗一个感知检定,但是有的人只是坐在公园里,没有预料到任何人会偷偷靠近他,就不会特别的注意。这就是一件通常对抗,在这个事件里,对于行动角色对抗检定难度等级上有+10的修正,就像通常检定的结果一样(前文提过)。战斗中的主动防御,因为角色专注于其他的动作,一般是通常对抗,因此攻击检定是对抗DC=10+对应的防御性。当一个角色处于守势的时候主动的对抗检定也是在战斗中的一种选择。详情见行动与冒险章节中的防御。
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In cases where two or more characters are actively opposing each other, both roll checks and compare the results. In some situations, however, one or more of the characters in an opposed check may not even be aware
of it! For example, a guard standing watch and looking for intruders would make a Perception check to oppose any attempt at Stealth, but somebody just sitting in a park, not expecting anyone to sneak up on her, isn’t specifically looking. This is a case of routine opposition, in which case the DC for the active character’s check is the opposing character’s modifier +10, just like the result of a routine check (previously). Active defenses in combat, where characters are focusing on other actions, are generally routine opposition, which is why attack checks are made against a DC of 10 + the appropriate defense. Active opposed checks in combat are an option when a character goes on the defensive. See Defend in the Action & Adventure chapter for details.

UNDER THE HOOD: USING OPPOSED CHECKS
英雄幕后:使用对抗检定


对抗检定给GM提供一个用于比较两角色间efforts的简单而快速的工具。此项不单单适用于技能,还可用于能力,属性。如果两个角色在一次特殊的事件中对抗,你可以用一次对抗检定来解决。检定结果高者获胜。当然,你也能按你的想法将事情解决,但是,有事用快速对抗检定解决会更好。作为GM,如果你发现你没有一条特别的规定来解决角色间的冲突,那么对抗检定就是你的好朋友。选出适当的技能,能力,或属性,再让角色们做一个检定,然后比较检定的结果来看他们做得如何。
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Opposed checks offer the Gamemaster a useful tool for comparing the efforts of two characters quickly and easily. This applies not only to skills, but also powers and, in some cases, abilities. If two or more characters compete at a particular task, you can resolve it with an opposed check. The character with the highest check result wins. Of course, you can play things out if you want, but sometimes it’s good to be able to resolve things with a quick opposed check and move on. As Gamemaster, if you find yourself without a particular rule to resolve a conflict or contest between characters, the opposed check is your friend. Pick the appropriate skill, power, or ability, make checks for the characters and compare the results to see how they did.



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Re: 【核心书】游玩过程 Game play
« 回帖 #6 于: 2018-11-02, 周五 13:48:58 »
COMPARISON CHECKS 对比检定

在有的事件里检定是一次一个角色的能力去对抗另一个角色的简单测试,在不扯入任何运气要素,所有参加者比较他们的等级。高等级的角色获胜。就像是你不需要一个“身高检定”来看谁更高,不用一个力量检定看谁更强壮;力量等级已经告诉你答案了。
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In cases where a check is a simple test of one character’s capability against another, with no luck involved, both participants compare their appropriate ranks. The character with the higher rank wins. Just as you wouldn’t roll a “height check” to see who’s taller, you don’t need to make
a Strength check to see who’s stronger; Strength rank already tells you that.

举个例子,当两个角色扳手腕的时候,更强壮的那个获胜。如果两个飞行角色比赛,更快的那个英雄获胜等等。注意,这个不包括用了临时增加了角色等级的额外效果,和那些可以影响对比检定结果的方法,包括计谋,诈欺和其他试图影响结果的方法。这是一次坦诚的比较
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So when two characters arm wrestle, for example, the stronger character wins. If two flying characters race, the faster character  wins, and so forth. Note this does not include the use of extra effort (see page 19) to temporarily increase a character’s rank, which can affect the outcome of a comparison check, nor does it include things like maneuvers, tricks, or other ways of trying to affect the outcome. It assumes a straight-out comparison.

在这个事件里相同的加值或等级,按老规矩处理(见对抗检定末尾)。
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In the case of identical bonuses or ranks, each character has an equal chance of winning. Roll a die: on a 1–10, the first character wins, and on an 11–20, the second character does.



GRADED CHECKS  检定等级


很多时候检定是简单的是与否,不是成功就是失败,在其他的事件里,这关系到检定成功有多好,检定失败有多差。这种有层次的结果被称为检定等级,包括了成功和失败的程度。
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Much of the time a check is a simple pass-fail, it either succeeds, or it does not. In other cases, it matters just how well the check succeeded, or how badly it failed. This gradation of results is called a graded check and involves a degree of success or failure.

刚好掷出一个成功或失败的数值视为程度一。低于难度等级每满五都会加深失败的程度。定好程度后的小数点忽略不计。所以难度等级10的检定骰出来13就是一程度的成功,骰出8就是一般程度的失败。
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Just rolling a success or failure counts as one degree. Every five full points a check result is over or under the difficulty class adds a degree. Fractions are ignored when determining degrees. So DC 10 check with a result of 13 is one degree of success, just as a result of 8 is one degree
of failure.

对于检定会到何种程度是没有限制的,虽然超过两个程度的成功十分罕见,有些程度的成功可能在到达某一特定的点之前是没有进一步的效果(一旦你在一个特定情况成功了也是有可能的)。举个例子,在特技检定上失败意味着你现在摇摇晃晃,要花一个回合去维持平衡,而且不能动。两个程度的失败意味着你失去平衡掉了下去!这一点之后,更进一步的失败也没关系了。
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There is no limit to the number of degrees a check may have, although more than two degrees of failure rarely matters, and some degrees of success may have no further effect beyond a certain point (once you have succeeded as well as is possible in a given situation). For example, failure on an Acrobatics check to balance means you wobble and spend that turn maintaining your balance, but don’t move. Two degrees of failure mean you lose your balance and fall! After that point, further degrees of failure don’t really matter.

单一程度的成功和失败在一个事件里是足够的,这个规则简单的说明了“成功”或“失败”都少不了一个程度。详细说明检定等级的类型——尤其是技能和反抗检定——在描述中给出具体的成功和失败的程度。
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In cases where a single degree of success or failure is sufficient, the rules simply specify “success” or “failure” without giving a degree.
Specific types of graded checks—notably skill and resistance checks—give specific results for degrees of success and failure in their descriptions.

离线 Kistyr

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Re: 【核心书】游玩过程 Game play
« 回帖 #7 于: 2018-11-02, 周五 13:51:30 »
CIRCUMSTANCE MODIFIERS 情景修正

某些情景让检定变得更加容易或困难,这导致了在检定中有情景加值或减值。角色在有利的情况下可以获得情景加值,在不利的情况下就会有情景减值。
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Some circumstances make checks easier or harder, resulting in a bonus or penalty to the check. Characters in a favorable situation are said to have a circumstance bonus for the check, while those in a disadvantageous situation are said to be have a circumstance penalty.

作为一个普通规则,如果角色在检定上有较小的加值或减值,则修正值为2;如果角色在检定上有较大的加值或减值,则修正值为5:
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As a general rule, apply a modifier of plus or minus 2 if the character is at a minor bonus or minor penalty, and a modifier of plus or minus 5 if the character is at a major bonus or major penalty for the check:

技术上讲,情景修正可以应用于检查难度等级的检定结果,影响角色的表现,或者使任务本身更容易或更困难。如果您想要区分影响表现的情景修正和那些修改任务难度的因素,请随心所欲(PS :GM最大)。将情景修正直接应用到检定结果中,因为它更容易处理,并且游戏效果是一样的:成功的机会发生了改变。
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Technically, circumstance modifiers could apply to either the check result of the difficulty class of a check, affecting the character’s performance, or making the task itself easier or harder. If you want to differentiate between circumstance modifiers that affect performance versus those that modify the difficulty of a task, feel free to do so. Mutants & Masterminds applies circumstance modifiers directly to the check result because it is easier to deal with them consistently, and the game effect is the same: the chance of success changes.