美服《龙与地下城》官方邀你Q&A 解读游戏未来特征

2013-09-20 1151

Q:你们计划保持当前的技能列表形式,还是增加更多的规则和角色模式?

A:现在, 我们对技能还是很满意的。 我们认为这个列表很好地包含了大部分的龙与地下城的基本任务,也它反映了技能的概念。
从一开始,我们的一个目标就是模块化, 所以我们要确保技能同样模块化。 我们计划添加新技能,删除或更改现有的技能, 甚至改变玩家创造的规则,让玩家基于背景或故事元素创建角色。专业玩家网提供游戏工作室项目、游戏工作室辅助工具、游戏工作室国外游戏资讯。 

Q:某些职业仍有机会获得新技能而不是仅仅增加已有技能吗? 会有其他获取新技能的选择吗? 熟练使用工具或武器的方法有什么改变吗?

A :我们思考了一些,简要的回答是:“是的,会有方法来获得新技能。”但到底有哪些及如何进行目前还未有定论。 但我可以给你一些例子。一定的阶级特性可以让你在更高等级游刃有余 (例如,我们更新了盗贼的圆滑思维 )。
之前我们谈论过停机系统, 但我们认为这个系统将大放异彩。 此系统的目标之一是让玩家在冒险之外也能发展。 我们想研究的一点是玩家利用停机时间训练技能 武器,工具以及变得更熟练的能力。, 我们还没有完全弄懂所有的细节, 但是我们想给你一个机会来扩大角色的潜力,我们不想走到每个地方都说“每个人都精通游戏的一切

 

原文

Is the plan to keep the skill list in its current form, or will rules and character modules possibly add more skills to the list?

Right now, we’re pretty comfortable with the skills we have. We think the list encompasses the majority of the tasks that are common to all games of Dungeons & Dragons, and it reflects the concept of skills very well.
From the beginning, one of our goals with the game is modularity, so we want to make sure that skills are equally modular. We plan to include advice for Dungeon Masters on adding new skills, removing or changing existing skills, and even alternate rules for player-created skills based on backgrounds or story elements.

 Will some classes still have ways to gain new skills instead of adding to existing ones? Will there be other options for picking up new skills? What about ways to get proficiency with tools, or weapons? Is that going to use a similar system?

We have a few ways of thinking about this, but the short answer is, “Yes, there will be ways to get new proficiencies.” Exactly which ones and how is still being worked on, but I can give you a few examples. Certain class features can give you proficiencies at higher levels (for example, we’re renovating the rogue’s Slippery Mind class feature . Some feats will continue to give you proficiencies.
We’ve talked about our downtime system before, but this is an area where we think that system could really shine. One of the goals of that system is to give characters a way to develop outside of adventures. An avenue we want to explore inside that system is the ability for you to spend downtime training in skills, weapons, tools, and more to gain proficiency. We haven’t fully worked out all the details, but we want to give you a chance to expand your character’s repertoire of capabilities using the background system, and we don’t want to end up in a place where the game says “Everyone is proficient in everything!”

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