变得更大 Becoming Bigger 本节介绍了三种将大于中型的体型引入游戏的机制。这三种机制是互斥的,认真考虑每个选项,并使用最适合你的游戏的那一个。
将体型作为种族特征 Size as a Racial Trait 体型增大可以作为一个种族特征,与其他种族特征一样,请参照下表,使用《怪物种族》中提出的种族构建规则。在许多情况下,你可以通过调整一个生物的现有特征,使该生物的BP*在拥有更大体型后仍然保持在正常范围内。
你也可以考虑引入渐进性的体型变化,如果你这样做,从中型开始,每当玩家的熟练加值提高时,他们的体型就增大一级,直到玩家达到他们种族的最大体型。
*BP:Build Points,作者提出的一种指标,用以衡量种族特征强度。体型Size BP
微型Tiny -1.5
小型Smal -1
中型Medium 0
大型Large 2.5
大型(半人马)Large (Centauroid) 0.5
巨型Huge 5
超巨型Gargantuan 8
示例:人马 Centaurs 人马的BP总数为7,低于8-10BP的正常范围。简而言之,这意味着你可以加上大型(半人马)的体型特征,增加0.5BP而无需更多调整。
Centaurs have a total BP score of 7, which puts them below the target range of 8-10 BP. Conveniently, that means that you can add Large (Centauroid) size for 0.5 BP with no further adjustment.示例:食人魔 Ogre 食人魔共有9.25BP,其中脾气暴躁Furious Temper占2.5BP,我们创造这个特征是为了提高食人魔的BP总数,你可以随意放弃这个特征,转而用大体型large size代替它;或者,你可以将食人魔的属性值提升Ability Score Increase减半来为大体型large size腾出空间。无论你选择哪种方案,食人魔的总BP值都将维持在8-10BP的区间内。
将体型作为专长 Size as a Feat 玩家可以正常选择这一专长,作为DM,你也可以规定某些种族在达到获得属性值提升的职业等级时,必须选择这一专长,直到他们达到其种族的最大体型。
体型增大Increased Size先决条件:你当前的正常体型小于你种族的最大体型。(忽视变巨/缩小术等效应)你的身体会随着你的年龄增长,逐渐接近你的同类的强大身材。
•你的体型增大一级,最高达到你种族的最大体型,你同时获得适合你新体型的所有特征。
将体型作为模板 Size as a Template 玩家可以通过提高体型模板的等级以获得更大的体型。关于玩家模板的规则,请参见《怪兽种族》中的相关介绍。
你可以允许玩家一次获得所有等级,也可以用某种方式间次获得它们。如果你要求玩家必须拿体型上的等级,我建议将第一个模板等级推迟到角色第6级获得,这样玩家就不会被迫推迟第5级职业特性的获取,而5级的职业特性通常对游戏平衡非常重要。
体型增大[后天模板]Increased Size [Template: Acquired]变得更大Becoming Bigger任何小于其种族最大体型的角色都可以获得体型增大的模板等级。
体型增大特质Increased Size Traits生命值Hit Points生命骰Hit Dice:每体型增大模板等级1d12。
升级生命值Hit Points at Higher Levels:首级生命值之外,对应每个体型增大模板等级7(1d12)+你的体质调整值
特质Traits还魂尸Revenants*在每个级别都会获得以下特质,如下表所示。
*Revenants gain the following traits at each level, as indicated on the table below. 各种意义上我都觉得这是作者直接复制粘贴了还魂尸的模板然后没改这里.......等级Level 特性Features
1 大型体型Large Size
2 巨型体型Huge Size
3 超巨型体型Gargantuan Size
大型体型Large Size:你的体型变得更大,你获得大型生物的所有特质。
巨型体型Huge Size:你的体型变得更大,你获得巨型生物的所有特质。
超巨型体型Gargantuan Size:你的体型变得更大,你获得超巨型生物的所有特质。
设计说明 Design Notes 既然我们知道当一个玩家体型高于中型会有不同,我们就需要一种描述它的方式。我花了很多时间来思考一个最佳方案,但我从未确定怎样做是最好的。因此,我准备提供三个选项,让你自己决定想用哪一个。
首先是种族特征中的体型,这是最简单的一项,也是种族设计上最容易理解的,但它仍然有些问题。我们在上一节中描述的基于体型的特征很强大,一个超巨型的1级角色能用大剑造成4D6的伤害,这很容易使游戏失去平衡,因此,我们还是需要确定一个BP值。
中型以上的每个体型都有差不多的效果:载重与推拉抬极限提高一倍、武器伤害平均提高2~3点、增加所占据的空间、以及对于巨型和超巨型生物的触及距离扩大。为了简便,我们例举了一些类似的特征,并结合这些特征来考虑如何衡量:
伤害加值最容易与+2力量加值进行比较。一个+2的固定加值是2BP,这样类比不那么严谨,但我觉得已经够用了。
身体强壮Powerful Build是0.25BP,它使用了大一级体型的载重与推拉抬极限,因此是一个合适的比较对象。
扩大触及范围很难估算,官方唯一的可供参考的种族是熊地精,我们将它暂定为0.5BP。
以上修改使大型体型要花费2.25BP,提高到巨型要多花费2.75BP,进一步提高到超巨型需要再花费2.25BP,其平均数大约是2.5BP,因此我们将大型、巨型、超巨型的花费设为2.5BP,5BP和8BP。
接着我们来看看人马一类的生物,在找到更好的称呼之前我们叫他们半人马Centauroids。他们拥有大一级的载重与推拉抬极限,并且占据空间扩大,不过也仅此而已,我想设计成0.5BP,但说实话有些高了,更大的占据空间意味着你的触及范围更广,但同时也意味着机动性更差,这两方面很难权衡,所以我们还是假定为0.5BP。
确定BP后,我们可以把它们加到体型表上,之后,体型就可以作为一个种族特征了。
*后略
劇透 - :
Now that we know what happens when a player rises above medium size, we need a way to make that happen. I’ve spent a great deal of time considering the best way to make this happen, and I’ve never settled on a single “best” answer. So instead, I’m going to give you three options and make you decide on your own which one you want to use.
We’ll start with size as a racial trait. It’s the most obvious option, and it’s the easiest to understand in the context of race design, but it’s not without problems. The size-based traits we described in the previous section are powerful. A gargantuan 1st-level character dealing 4d6 damage with a greatsword could easily unbalance your game. Still, we need to determine a BP value.
Each size category above medium has roughly the same effects: double the creature’s carrying capacity, add 2-3 damage on average with weapon attacks, increase the creature’s space, and for Huge and Gargantuan raise the character’s reach. Conveniently, we have a few examples of similar traits that we can combine to get an idea of how much this is worth.
The damage bonus is most easily compared to a +2 Strength increase. A fixed +2 increase is 2 BP. We could debate the precision of this comparison, but I think it’s close enough that it will suffice.
Powerful Build is 0.25 BP and replicates the weight capacity changes of increased size, which makes it an excellent comparison.
Increased reach is difficult to assess, and the only time we’ve done it is for the assessment of the official Bugbear. We landed on a BP value of 0.5 BP.
That brings use to 2.25 BP for large size, 2.75 BP for the jump up to huge, and 2.25 for the jump from huge to gargantuan. That’s roughly 2.5 on average, so we’ll fudge the numbers a bit to 2.5 BP, 5 BP, and 8 BP.
Let’s also look at centaur-like creatures, which we’llcall Centauroids until someone finds me a better word. They get the enlarged space and increase carrying capacity, but that’s all. I think we’ll call it 0.5 BP, but honestly that might be too high. Larger space means your reach goes further, but it also means that maneuvering is more difficult. It’s hard to objectively weigh those two points, so we’ll call 0.5 BP an educated guess.
With BP values defined, we can throw them on the table of race sizes and we’re done with size as a racial trait.
Next, we’ll look at feats. Each size increase is roughly 2.5 BP, which conveniently falls within our target BP range of 2-4 BP. So, we’ll make a single feat which increases the player’s size by one stage, and I think that’s all we need to do. If you don’t think that’s enough, consider giving your players a +1 Strength or +1 Constitution increase as well. For centauroid creatures, I recommend giving them their size increase at first level using the Size as Racial trait option because the BP value is so low.
Finally, we’ll look at templates. Leveled templates have a larger target BP range than feats, so we’ll need to include some extra stuff to make the templates make sense. I think we’re going to deviate from normal design parameters here and not make the first level of the template worth additional BP because I don’t want going from medium to large be more appealing than going from large to huge.
Our target range for each template level is 4-5 BP. We’re locked into 2.5 BP for the size increase, cutting our BP budget in half. For hit dice, I think we’ll use d12s because they’re the biggest, and that seems somehow appropriate. That’s another 2 BP per level, which brings us to 4.5 BP. As startling quick as that was, that means we’re done.