美服《龙与地下城》官方Q & A 关注游戏最新动态

2013-12-09 982

1.Q:在咒语中,“施法者等级”究竟指什么?
A:我们承认,这是过去我们一直含糊其辞的一个定义, 很大程度上是因为我们并没有想好它到底要如何运作。现在,我们倾向于“施法者等级”只是指角色等级这个说法,根据角色总的经验值,允许玩家扩大咒语。我们觉得这很容易理解和使用,特别是在, 就像高等精灵一样,需要保持跟角色的寿命相关的种族特征的情况下。

2. Q:为什么要有法术豁免、检查和攻击这三种可用一种方法解决的分类?为什么不直接只要一个检查?
 A:少量的分类有助于玩家以有意义的且合逻辑的方式来区分角色。简而言之, 在我们的基于职业的游戏中, 有些职业必须要有亮点, 并且在我们的六个能力得分系统中,每个分数都包括多个角色的不同方面, 能够参考专门攻击( 用来伤害别人的事情),躲避攻击(抵抗), 或检查(试图执行一个任务,不一定是战斗相关) 是一个有价值的职业,种族和背景设计的有效工具 。

3.Q:在规则模块中,任何远离优雅和复杂性核心的力学,选项或规则能找到一席之地吗?
A:应该可以的。在游戏测试过程中,我们考虑过很多种战斗选项, 例如, 战争向的职业可使用 共享的演习池。 虽然可能有些演习将被归纳到斗士的武器大师副业中,这是我们一直努力在做的(其功能类似于它在公共包中的表现, 但可在不同时期选择策略,得到更多自定义)其他人可能在发现于可选模块中的扩大战斗规则中就结束了。职业玩家游戏工作室论坛,为您提供游戏项目,游戏辅助,VPN,国外游戏资讯等最新信息。

 

原文

1. What exactly does “caster level” refer to, in the context of cantrips?
This is something that we’ve been admittedly vague about, largely because we hadn’t made up our own mind about how we wanted it to work. Right now, we’re leaning toward changing all instances of “caster level” to simply refer to character level, allowing cantrips to scale up based on your character’s total amount of experience. We believe that will be simpler to understand and use, especially in cases where, as with the high elf, a racial trait needs to remain relevant for the character’s lifespan.
2   Why have saving throws, checks, and attacks as separate things that are resolved the same way? Why not have everything just be a check?
This is an area where a small amount of texture is a useful tool for distinguishing characters from one another in a meaningful and logical way. Simply put, in our class-based games, some classes need to be better at certain things than other classes, and since our system of six ability scores has each score encompassing multiple different aspects of a character, being able to refer exclusively to an attack (for something that is used to harm someone else), saving throw (to resist something in a defensive way), or check (to attempt to perform a task that is not necessarily combat related) is a valuable tool in class, race, and background design.
3 Will any of the mechanics, options, or rules that were cut from the core for the sake of elegance and complexity find a place to live in rules modules?
Almost certainly. There are many combat options that we have toyed with over the course of our iterative playtest process that might find a new home in an optional rule. For example, the martial-oriented classes accessed a shared pool of maneuvers at one point. While it’s likely that some of those maneuvers will be integrated into the revisions to the weaponmaster subclass of the fighter that we’re working on (which might function similar to how it does in the public packet, but with choice points for selecting maneuvers at various times to allow for more customization), others may end up in expanded combat rules found in an optional module.

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