美服《龙与地下城》官方Q&A 解答玩家可选规则疑惑

2014-01-13 1017

1.问:可选规则和模块在哪?
答:大部分的可选择规则和模块最有可能出现在面向地下城领主的产品中,因为是否要将他们加入游戏是由DM决定的。 但,有些东西也可能是面向玩家的,例如,我们很可能将技艺和多职业标记为可选规则,尽管他们可能会伴随着职业,种族,法术等等出现。根据最后两个版本的设计原则,这些都是最有可能在游戏中看到的可选规则的类型,纳入面向玩家的产品更容易引入游戏。。

2. 问:游戏中还有添加更深刻可选规则的余地吗?(如废除属性点数, 只使用修饰符,构建自己的模式)?
答:重大结构性变化的规则(如问题中所提到的)可能超出了我们最初版本的范围, 如果只是因为他们只对我们的核心规则产生少许影响。虽然它可能超出了初始发行版范围 (可能会专注于规则模块, 我们认为这是对“大部分玩家最可能使用的”和“能够引入运动且不会给DM和玩家带来麻烦”的正确组合),不久之后,我们势必会考虑更激进的规则模块。我们只是想确保玩家和地下城城主都能使用到这些工具。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

 
Where are we likely to see optional rules and modules?

The majority of the optional and variant rules modules are most likely to appear in a Dungeon Master-oriented product, because it’s going to be up to the DM to determine whether or not to include them in his or her game. However, some things might appear in player-oriented products; for example, we are likely to label both feats and multiclassing as optional rules, even though they will probably appear alongside our classes, races, spells, etc. These are the kinds of optional rules that we think are most likely to see inclusion in the game, based on the last two editions’ design, so their inclusion in a player-oriented product will make them easier to introduce in a campaign.

   2   Is there still room in the game for more radical optional rules (like doing away with ability scores and only using the modifiers or scrapping classes and going with a "build your own" model)?

Major structural changes to the rules (like the ones mentioned in the question) might be out of scope for our initial releases, if only because they speak to fundamental rules objects in our streamlined core in a way that would have a rippling effect throughout the entire system. That said, though it might be outside the scope of our initial releases (which will probably focus on the rules modules that we think are the right combination of "most likely to be of use to a large segment of players" and "able to be introduced into a campaign without causing constant headaches for the DM and players"), there’s nothing to stop us from considering more radical rules modules down the road. We just want to make sure we’re putting those tools most likely to be used into the hands of players and Dungeon Masters first.

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