作者 主题: [UA]第四章,冒险:作为伤害减免的盔甲(Armor as Damage Reduction)  (阅读 2999 次)

副标题: 降低盔甲的防御等级,增加盔甲伤害减免

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ARMOR AS DAMAGE REDUCTION 作为伤害减免的盔甲
在游戏“龙与地下城”的抽象战斗系统中,角色的盔甲通过减少攻击造成伤害的几率来保护自己。该系统简化了现实中的战斗以提高战斗判定的效率。由于角色的盔甲或天生防御导致的攻击失败不代表没有击中角色,而是没有用足够造成伤害的力量去击中角色。(这就是为何接触攻击无视角色的盔甲和天生防御——接触攻击只需要击中对方来传递效果,不需要真的破坏目标的盔甲。)
        如果你想为你的战斗增加一层复杂性,考虑这个变体。在这个系统中,盔甲会减少攻击造成的伤害,而不是简单地将可能存在的命中都当作失手。盔甲仍能完全抵挡一些攻击,但也可以降低攻击在击中后的致命程度。从本质上来说,该系统让盔甲“放弃”了一些将命中当成失手的能力,以使任意给定攻击造成的伤害轻微降低。
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In the abstract combat system of the D&D game, a character’s armor defends him by reducing the chance that an attack will deal damage. That system simplifies the realities of battle in order to streamline combat resolution. An attack that fails due to a character’s armor or natural armor doesn’t really fail to connect, but rather fails to connect with enough force to deal any damage. (That’s why touch attacks ignore a character’s armor and natural armor—the touch attack only needs to connect to deliver its effect, and need not actually breach the target’s armor.)
    If you’re willing to add a layer of complexity to your combats, consider this variant. In this system, armor reduces the amount of damage dealt by an attack instead of merely turning would-be hits into misses. Armor still prevents some hits outright, but also reduces the deadliness of attacks that do connect. In essence, the system “gives up” some of armor’s ability to turn hits into misses in exchange for a small reduction in the damage dealt by any given attack.
ARMOR DAMAGE REDUCTION VALUES 盔甲伤害减免值
在这个系统中,护甲在对抗攻击时提供两种好处:对AC的盔甲加值,如同标准D&D规则一般运作,只不过数值更低一些;以及伤害减免。常见盔甲类型的盔甲加值和DR见表4-4:盔甲与伤害减免。(盔甲的所有其它数据,如最大敏捷加值,防具检定减值,以及奥术失败率保持不变。)
        对于表4-4中没有提到的盔甲,你可以根据D&D的标准盔甲加值来确定新的盔甲加值和伤害减免。为了确定盔甲的伤害减免,将盔甲的通常盔甲加值除以2(向下取整)。为了确定盔甲的新盔甲加值,从通常盔甲加值中减去DR。例如,镶嵌皮甲的通常盔甲加值为+3。这使得它获得了DR 1/-(3的一半,四舍五入)和新的+2盔甲加值(3减1)。
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In this system, armor offers two benefits against attacks: an armor bonus to AC, which functions just like the armor bonus in the standard D&D rules but is usually lower in value; and damage reduction. See Table 4–4: Armor and Damage Reduction for the armor bonus and DR values for common armor types. (All other armor statistics, such as maximum Dexterity bonus, armor check penalty, and arcane spell failure chance, are unchanged.)
    For armors not covered on Table 4–4, you can determine the new armor values and damage reduction based on the standard D&D armor bonus. To determine the armor’s damage reduction, divide the armor’s normal armor bonus by 2 (rounding down). To determine the armor’s new armor bonus, subtract the DR from the normal armor bonus. For example, studded leather has a normal armor bonus of +3. That gives it a DR of 1/– (half of 3, rounded down) and a new armor bonus of +2 (3 minus 1).
Table 4–4: Armor and Damage Reduction 表4-4:盔甲与伤害减免
Armor                            Armor Bonus1       Damage Reduction
盔甲                               盔甲加值1              伤害减免
轻型盔甲 Light armor
    厚布甲 Padded                 +1                 none
    皮甲 Leather                   +1                 1/-
    镶嵌皮甲 Studded leather +2             1/-
    链甲衫 Chain shirt           +2             2/-
中型盔甲 Medium armor
    革甲 Hide                        +2                 1/-
    鳞甲 Scale mail                +2                 2/-
    链甲 Chainmail                +3                 2/-
    胸甲 Breastplate              +3                 2/-
重型盔甲 Heavy armor
    板条甲 Splint mail             +3                 3/-
    混织铁甲 Banded mail        +3                 3/-
    半身甲 Half-plate              +4                 3/-
    全身甲 Full plate                +4                 4/-

1 将任何增强加值添加到该值
1 Add any enhancement bonus to this value.

MAGIC ARMOR 魔法盔甲
盔甲的增加加值(如果有)会增加它对AC的盔甲加值,但不会影响盔甲的伤害减免。例如一件+3链甲衫对AC有+5的加值,并获得DR 2/-。
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An armor’s enhancement bonus (if any) increases its armor bonus to AC, but has no effect on the armor’s damage reduction. A +3 chain shirt, for example, adds +5 to AC and grants damage reduction 2/–.
STACKING DAMAGE REDUCTION 叠加伤害减免
盔甲给予的伤害减免与其它同类型的伤害减免(即数字后有一个破折号的伤害减免)叠加。一位穿着胸甲的7级野蛮人有DR 3/-(1/-来自他的职业等级,2/-来自他的盔甲)。然而,当一位穿着全身甲的战士成为石肤术的受术者时,他有来自于盔甲的DR 4/-,以及来自法术的DR 10/精金(参见DMG292页的伤害减免一栏,对于拥有多种类型伤害减免的角色的规则)。
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The damage reduction granted by armor stacks with other damage reduction of the same type (that is, damage reduction that has a dash after the number). A 7th-level barbarian wearing a breastplate has DR 3/– (1/– from his class levels and 2/– from his armor). A fighter wearing full plate armor who is the target of a stoneskin spell, however, has DR 4/– from the armor and 10/adamantine from the spell (see page 292 of the Dungeon Master’s Guide, under Damage Reduction, for rules on characters with multiple types of damage reduction).
SHIELDS 盾牌
盾牌在这个变体中正常发挥作用,给予AC全部的盾牌加值。与盔甲不同,盾牌的作用完全由它阻止攻击击中你身体的能力来衡量。
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Shields function normally in this variant, granting their full shield bonus to AC. Unlike with armor, a shield’s effectiveness is measured wholly by its ability to keep an attack from connecting with your body.
NATURAL ARMOR 天生防御
生物的天生防御也会提供少量伤害减免。将怪物的天生防御加值(不包括任何增强加值)除以5来决定怪物的伤害减免。从怪物的天生防御加值减去相同数值来决定怪物的新AC。这些计算结果汇总在表4-5:天生防御和伤害减免。
        如果该生物已经有伤害减免,那么将天生防御获得的伤害减免与其相加(如果与已有伤害减免是相同类型)或作为单独的伤害减免(如果是不同的类型)。参见DMG292页,对于拥有多种类型伤害减免的生物的规则。
        例如,木乃伊通常有+10天生防御加值。这会给予它DR 2/-,同时它的天生防御加值减去2点变为+8(使AC变为18)。因为木乃伊已经有DR 5/-的特性,它总的DR变为7/-。
        壮年红龙有+24天生防御加值。这会给予它DR 4/-,同时它的天生防御加值减去4点变为+20(使AC变为28)。壮年红龙已有的伤害减免是10/魔法,所以两种伤害减免数值独立存在。
        最后,霜巨人有+9天生防御加值,所以它从中获得DR 1/-。它穿着的链甲衫给予它额外的DR 2/-。如果霜巨人是一位7级野蛮人,野蛮人职业会给予它DR 1/-。三者加起来一共是DR 4/-。巨人的AC变为20(10,+8天生防御加值,+2链甲衫)。
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A creature’s natural armor also provides a modicum of damage reduction. Divide the monster’s natural armor bonus (not including any enhancement bonus) by 5 to determine the monster’s damage reduction. The same value is subtracted from the monster’s natural armor bonus to AC to find the monster’s new AC. These calculations are summarized in Table 4–5: Natural Armor and Damage Reduction.
    If the creature already has damage reduction, either add the value gained from natural armor (if the existing damage reduction is of the same type) or treat it as a separate DR value (if it is of a different type). See page 292 of the Dungeon Master’s Guide for rules on creatures with multiple types of damage reduction.
    For example, a mummy normally has a natural armor bonus of +10. This gives it DR 2/–, and its natural armor bonus is reduced by 2 points to +8 (making its AC 18). Since the mummy already has DR 5/– as a special quality, its total damage reduction becomes DR 7/–.
    A mature adult red dragon has a natural armor bonus of +24. This gives it DR 4/–, and its natural armor bonus is reduced by 4 points to +20 (making its AC 28). The dragon’s existing damage reduction is 10/magic, so the two damage reduction values remain separate.
    Finally, a frost giant has a +9 natural armor bonus, so it gains DR 1/– from natural armor. The chain shirt it wears gives it an additional DR 2/–. If that frost giant were a 7th-level barbarian, the barbarian class levels would give it DR 1/–. These three values add up to DR 4/–. The giant’s AC would be 20 (10, +8 natural armor bonus, +2 chain shirt).
Table 4–5: Natural Armor and Damage Reduction 表4-5:天生防御和伤害减免
Natural Armor Bonus    Damage Reduction    Subtract from Natural Armor
天生防御加值                 伤害减免                    从天生防御中减去的值
0-4                                 none                         0
5-9                                 1/-                           1
10-14                             2/-                           2
15-19                             3/-                           3
20-24                             4/-                           4
25-29                              5/-                           5
30-34                              6/-                           6
35-39                            7/-                            7
40-44                            8/-                             8


BEHIND THE CURTAIN: ARMOR AS DR (边栏)帷幕之后:盔甲作为DR
很容易看到这个变体系统的效果:攻击命中更频繁,但伤害更小。这到底意味着什么?
        低级别战斗对着甲角色来说危险程度更低。虽然他们的AC更低(受到伤害的几率也因此变得更高),但是攻击时被减免的伤害足以抵消。例如,一个典型的地精武者,几乎无法伤害一个穿着板条甲的角色,因为该盔甲的伤害减免能完全抵消一次平均水平的攻击造成的伤害。尽管地精击中的次数更加频繁,但在典型的战斗过程中,它可能会造成更少的总伤害。
        一位穿着全身甲的中级战士与一只食人魔战斗时仍然要小心谨慎,但他的盔甲会降低食人魔25%的平均伤害,而只增加20%的被命中几率——这对战士来说是净收益。
        然而在高等级时,天平又重新偏向于每次命中会造成大量伤害的怪物一边。当对抗一个超大型土元素时,穿着全身甲的战士被击中的几率会增加20%(因为他的AC减少了4点),但他的4点伤害减免现在只减少了对手不到17%的平均伤害。优势一方是元素。因此,高级角色在与具有造成巨量伤害能力的怪物战斗时必须更加小心。
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It’s pretty easy to see the effect of this variant system: attacks hit more often, but do less damage. What does that really mean?
    Low-level combat tends to be less dangerous for armored characters. Although their ACs are lower (and thus their chance of being damaged is higher), this is more than offset by the reduced damage suffered by attacks. A typical goblin warrior, for instance, can barely hurt a character wearing splint mail, because the armor’s damage reduction entirely negates the damage dealt by an average hit. Even though the goblin will hit more often, it will likely end up dealing less total damage over the course of a typical battle.
    A mid-level fighter in full plate armor must still be cautious when fighting an ogre, but his armor reduces the ogre’s average damage by 25% while only increasing its chance to hit by 20%—a net gain for the fighter.
    At higher levels, however, the balance shifts back in favor of monsters that deal large amounts of damage per hit. When facing a Huge earth elemental, a fighter in full plate will be hit 20% more often (due to the 4-point reduction in his AC), but his 4 points of damage reduction now only reduces his opponent’s average damage by less than 17%. Advantage: elemental. Thus, high-level characters must be more careful when battling monsters with extreme damage-dealing capability.
COMBO: DEFENSE BONUS AND DAMAGE REDUCTION (边栏)组合:防御加值与伤害减免
你可以将“防御加值”与“作为伤害减免的盔甲”两个变体用多种方式组合,创造出一个更复杂的系统。
        同时使用这两种系统的情况下,许多角色会穿上盔甲,即使所提供的盔甲加值低于从职业和等级获得的防御加值。因为角色会在防御加值或盔甲加值中取更高值,所以角色可以在依靠防御加值获得更高防御等级的同时,穿上盔甲并从其伤害减免中受益。
        如果你不喜欢这样,你可以规定角色的盔甲加值会复盖防御加值,即使防御加值更高。这迫使角色在拥有高AC和拥有伤害减免之间做出艰难的选择。
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You can combine the defense bonus variant and the armor as damage reduction variant in a variety of ways to create a more complex system.
    Using both systems as written, many characters will wear armor even if the armor bonus provided is lower than the defense bonus gained from class and level. Because the character gets the higher of his defense bonus or armor bonus, the character can wear armor and benefit from its damage reduction while relying on his defense bonus for a higher Armor Class.
    If that’s not to your liking, you can rule that a character’s armor bonus overrides his defense bonus, even if the defense bonus is higher. This forces characters to make a tough choice between having a high AC and having damage reduction.
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