作者 主题: PF二版blog翻译文  (阅读 374210 次)

副标题: 持续追踪:现在更新7/9「吟游诗人」

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Re: PF二版blog翻译文
« 回帖 #10 于: 2018-03-08, 周四 23:40:06 »
外国友人整理的今晚广播里透露的信息
https://docs.google.com/document/d/1KP_HXAxeXTy7Z0OZWA0_dbMwUmBaZS5ah_nKbzZOMLA/edit
挑着翻译一些(顺序打乱了?)译名比较随意
新的暴击机制(攻击结果高过AC10点算crit(包括接触),
吃法术豁免出0伤害翻倍
擒抱现在用运动Athletics技能,不会provoke,算attack;
卸武也用atheletic,对抗反射DC
盾牌系统:所有盾牌都需要你花单一个动作举盾才会在当轮提供作用(增加ac)并提供独特的反应动作:降低你单次受到的伤害盾牌硬度点(木盾是9点);盾牌会吃到这次伤害,但能应用自身硬度(大概是举着盾吃到13点伤害,反应盾挡之后人只吃4点,盾牌也吃13-9硬度=4点?);
奥术法术每含一个施法成分就要花一个动作(存疑)
护盾术现在是只有语言成分and单动作的戏法,相当于一面+1ac 4硬度的盾牌(可以拿来盾挡),被摧毁后10分钟内不能再施放
技能解锁unlock是高等级内容;医疗技能解放能回血
技能分未受训,受训和专精expert,不同职业的expert不一样;未受训吃-1,expert则有等级加值
技能高过DC10算大成功(追加效果),低过dc10算大失败(引发debuff),
武器伤害和sf差不多(擅长的话伤害调整为等级+力调)
幻术系现在可以愚弄侦测魔法等效果,除非对面侦测魔法效果的环级比你的幻术高(有很多法术产生该效果)
引导=额外次heal系法术的使用次数(和正版heal法术相同)
heal法术:单动作接触,双动作30尺单体,3动作30尺全体但治疗量降低至魅力调整(至少在1级时);3动作版本同时伤害不死,1和2动作需要选择治疗或伤害
负重和sf一样用bulk
酸液飞溅现在和扔splash一样,对抗反射豁免
PC现在有察觉DC,怪要骰骰对抗这个DC
seek动作:消耗1个动作,用来搞清楚周围的状况,通常是用察觉技能,但也可以用奥术技能来发现幻术
物品品质:common+0,expert+1,master+2,legend+3,poor会比common更糟;你的造物者等级craftman level决定你造物的品质;品质加值能应用到影响技能的物品,以及影响命中的武器上。
每个职业升级时获得职业专长class feat,大约每两级1个
剧透 -  方便墙内众贴上未翻译原文:
https://www.reddit.com/r/Pathfinder_RPG/comments/82j4ua/glass_cannon_crew_sits_down_for_the_first_ever/dvarlin/

This list is better compiled and more accurate. Use it instead.

Skills:
>10 of the dc is a crit on a skill check (for example, additional information on a knowledge check).
<10 of the dc is a crit miss on a skill check (if you fail? Bad things happen.) For example, failing an acrobatics check can give you the hampered condition (Hampered 5 means your speed is reduced by 5 feet).
Every character has Perception. Every (many?) skills are either trained, untrained or expert depending on your class, such as perception, which automatically adds a modifier equal to the levels you have in those classes. If you are untrained, you take a -1
Acrobatics is still a skill (in addition to Athletics). It was used to climb down a rope that was against a muddy hole (maybe the GM misspoke?).
Society is Knowledge (Local) and (Nobility). Untrained checks are made at a -1 penalty.
Setting up camp is a survival check (this might be module exclusive; it might be used as initiative if you are attacked in your sleep).
Athletics skill check to Grapple. It doesn't provoke and is considered an attack.
Athletics skill to disarm versus Reflex DC.
A Seek action can be used to determine what’s going on around you. Perception is the default skill. Arcana can also be used with this check to determine something is an illusion.
Recall Knowledge is another action you can do that will help you determine what a spell does.
“Leap Action” is a required action to get over certain obstacles. (Athletics?)


Gameplay:
You get hit points from your race, your class and your constitution modifier. (10 from Paladin; 8 From being Human)
Melee attacks with weapons you are trained in use your level plus your strength modifier.
Critical Hit: if an attack exceeds AC by 10 or more (even against touch AC).
Bulk is replacing carrying capacity. It is modified by Strength.
Exploration Phase: Each player explains what they are doing while exploring. This modifies what is rolled for initiative.
Initiative: Two players used Perception (they were looking), One used stealth (they were hiding), and one was trying to track down enemies and, had they been able to, they would have been able to Survival.
Players now have a Difficulty Class. So a player has a Perception DC that monsters will roll against.
Common Quality gives +0. Expert Quality item gives +1. Master Quality Weapon gives you a +2. Legend Quality gives +3. Poor Quality items are worse than Common Quality. The level of Craftsman you are determines the Quality of the items you craft. These apply to items that modify skills, or weapons that will modify to-hit.
There are no move actions, etc..., just 3 actions each round. You can take multiple attacks even at level 1, but each consecutive attack is at a -5. Agile weapon quality means you take a -2 instead.
Natural 1 on a Saving Throw against a spell causes the spell to do double damage.
Each component of a(n arcane?) spell is a separate action.
Moving takes an action. You can totally move 1 times your speed and attack twice, or move twice your speed and attack. Or move, attack and move again. Diagonal movement is the same (every other diagonal is double).
Step is a move action that doesn’t provoke reacts. It takes an action.
Every class in the game get “class feats” as they level up, roughly once every other level.
Flanking still gives you a +2 to attack.
Skeletons have weakness (positive energy) 2, taking 2 extra damage from channel. Skeletons have minor fire resistance.
Versatile lets a slashing weapon also be used as a piercing weapon (longsword).
Shield is a cantrip. It only has a verbal component, so you can cast it with 1 action and cast another spell with your remaining actions. “This counts as using the raise a shield action to give you a +1 bonus to AC. While the spell is in effect you can use the shield block reaction (hardness 4). After the shield is destroyed, you cannot cast it for 10 minutes. You can use the shield block action against magic missiles.”
You can shield bash without a feat.



Class Specific:
Illusion magic now has the ability to fool detect magic, unless the detect magic spell is of a higher level (as many spells level as you do)
Spellcasting Modifier is Level Plus Ability Score Modifier.
Quick Alchemy lets alchemists restore their elixirs (“minor elixir of life” is a first level thing), bombs and make limited alchemical items(?)
Clerics still get Light. You can only have 1 active light spell at a time.
Acid Splash now hits like a splash weapon. There is a reflex save to avoid damage.
Fighters can use the “sudden charge” ability to move double your speed and attack someone for 2 actions (it doesn't have to be a straight line). The fighter was level 1.
You can spend multiple actions to do a check for a bonus (this allowed a wizard to do an arcana+2 instead of a perception to notice something is an illusion).
You have to spend an action to actively defend with your shield to get any kind of bonus from it, but if you do you get a special reaction.
Shield Reaction: reduce damage you take from an attack equal to the shield’s hardness. Wooden shield has hardness 9. The shield takes the damage (but the damage is reduced by the item’s hardness).
Nimble Dodge is a Reaction that lets you add a +2 circumstance bonus in response to a single attack in a round.
Fighter gets three different reactions to choose from at level 1. That is their thing. One example is when someone moves away you get an AoO. Another example is when someone does a ranged attack.
You can pull our three alchemist bombs with one action. You can sheath a weapon as an action.
Lay on Hands is still Cha per day. It heals 1d4+[Spellcasting Modifier].
The medicine skill lets you treat characters who are dying.
Skill Unlocks are a thing at higher levels. The Medicine Skill Unlock lets you heal PCs hit points.
Cleric’s Channel Energy gives them a number of uses of the “Heal” spell per day. It’s the same as the spell anyone can prepare.
Heal Spell: 1 Action lets you heal any one target at touch. 2 Actions 1 target 30 feet away. 3 actions: every target within 30 feet. Works against undead to deal damage. If you use the full 3 action version, it will heal allies and damage undead. Otherwise, you have to pick “heal or damage”.
Channel only heals Cha modifier with 3 actions (at least at level 1).

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Re: PF二版blog翻译文
« 回帖 #11 于: 2018-03-09, 周五 02:52:54 »
举盾需要一个动作有点意见
其他的都还不错

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Re: PF二版blog翻译文
« 回帖 #12 于: 2018-03-09, 周五 03:00:50 »
举盾需要一个动作有点意见
其他的都还不错

其实还不错,这是更逼真的“防御战斗”动作选项,少打一次或者少走一步,换取ac加值,更有趣。

相信ac数据会设计的更加平衡,让盾牌的加值更加有用
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Re: PF二版blog翻译文
« 回帖 #13 于: 2018-03-09, 周五 07:43:29 »
盾牌应该不是消耗品只是会穿伤吧。这个和rune quest挺像的,不错
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Re: PF二版blog翻译文
« 回帖 #14 于: 2018-03-09, 周五 11:46:26 »
5e的专注讨论我就斩掉了,你们自己换地方聊
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Re: PF二版blog翻译文
« 回帖 #15 于: 2018-03-09, 周五 13:28:28 »
我觉得举盾和迅捷使用反应动作会好一点,如果这一回合自己行动的时候已经用掉了反应动作,则在敌人行动的时候可以支付下回合的反应动作来行动
但是下回合就没有反应动作了。这也比较适合现在的规则

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Re: PF二版blog翻译文
« 回帖 #16 于: 2018-03-09, 周五 14:55:39 »
盾牌应该不是消耗品只是会穿伤吧。这个和rune quest挺像的,不错

根据护盾描述,似乎是消耗品。这更符合现实。
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Re: PF二版blog翻译文
« 回帖 #17 于: 2018-03-09, 周五 15:25:55 »
5e的专注讨论我就斩掉了,你们自己换地方聊
等等,喵可没讨论5e的专注问题

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Re: PF二版blog翻译文
« 回帖 #18 于: 2018-03-09, 周五 17:58:56 »
5e的专注讨论我就斩掉了,你们自己换地方聊
等等,喵可没讨论5e的专注问题
单纯偶提下5E的专注,月夜以为要偶和乃开始争论吧
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Re: PF二版blog翻译文
« 回帖 #19 于: 2018-03-09, 周五 18:38:06 »
盾牌应该不是消耗品只是会穿伤吧。这个和rune quest挺像的,不错

根据护盾描述,似乎是消耗品。这更符合现实。

如果消耗品的话两种可能,一个是盾有自己的hp,可以修复回复,然后有一个固定减伤的值。
一种是有固定减伤的值,每一次会掉1点耐久点之类的

如果只是一个盾几点hp扣完了就碎……还挺塞尔达的233
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