战斗规则 · The Unlit Spires, house rules
Both sides roll. Armour soaks the blow instead of stopping it. Spells cost magic points. 双方都要掷骰。护甲吸收伤害,而不是阻止命中。法术消耗魔法点。
The world page teaches the game. This page is the fight. 世界设定页讲解这个游戏,这一页讲战斗。
Outside a fight you roll a d20. Skill checks and saving throws work that way. Hit points work the normal way too. 战斗之外掷 d20:技能检定和豁免检定都是如此。生命值也照常运作。
Inside a fight, four rules carry everything. Read these four lines and you know the system. 在战斗中,四条规则支撑起一切。读完这四行,你就掌握了整套规则。
| The rule 规则 | 中文 |
|---|---|
| Attacker and defender both roll 2d6. The higher total wins. | 攻防双方各掷 2d6,总数高者获胜 |
| Armour absorbs damage. It never stops a hit. | 护甲吸收伤害,从不阻止命中 |
| Heavy armour slows you down. | 重甲会降低移动速度 |
| Spells cost magic points. Ten per spell level. | 法术消耗魔法点,每环 10 点 |
This is the one rule. Everything else feeds numbers into it. 这是唯一的核心规则。其他所有内容都只是为它提供数字。
If the attacker wins, the attack hits. Roll damage as normal. 如果攻击方获胜,攻击命中,照常掷伤害骰。
If the defender wins, the attack misses. Nothing happens. 如果防御方获胜,攻击落空,什么也不会发生。
At the start of a fight everybody rolls 2d6 + DEX. The highest total goes first. Keep that order every round. 战斗开始时每个人掷 2d6 + 敏捷。总数最高的人先行动,之后每一轮都保持这个顺序。
Roll it once, at the start. A tie goes to the higher DEX. 只在开场掷一次。平局时敏捷高者优先。
The margin is the difference between the two totals. A big margin means a good hit. 差距就是两边总数之差。差距越大,命中效果越好。
| Margin 差距 | 中文 | What happens 结果 |
|---|---|---|
| 0 or less | 0 或更低 | Miss. The defender turned it away. |
| 1 to 9 | 1 至 9 | Hit. Roll damage as normal. |
| 10 or more | 10 或更高 | Clean hit. Add +2 damage. |
Look at the attacker's two dice, not the total. 这里看的是攻击方的两颗骰子本身,而不是总数。
| Attacker's dice 攻击方骰子 | 中文 | What happens 结果 |
|---|---|---|
| 6 and 6 | 双六 | A perfect strike. It hits, whatever the defender rolled. Roll damage twice. Armour absorbs nothing. |
| 1 and 1 | 双一 | A fumble. It misses, whatever the defender rolled. You drop your guard: the next attack on you has +2. |
You still get these. They work a little differently now. 这两项规则依然存在,只是方式略有不同。
With advantage, roll 3d6 and keep the best two. With disadvantage, roll 3d6 and keep the worst two. 拥有优势时掷 3d6,保留最高的两颗;处于劣势时掷 3d6,保留最低的两颗。
This is worth about one and a half points. 这大约相当于 1.5 点加值。
There are six scores. All six are built the same way. 总共有六个数值。这六个数值的构成方式完全相同。
trait + level step + training + gear
Your trait is who you are. Your level step is how long you have done it. Your training is what your class taught you. 属性代表你是谁,等级级距代表你做了多久,训练值代表你的职业教会了你什么。
This is the ability modifier you already know. Take the score, subtract 10, then halve it. Round down. 这就是你已经熟悉的属性调整值:数值减 10,再除以 2,向下取整。
| Score 数值 | 8 | 10 | 12 | 14 | 16 | 18 | 20 |
|---|---|---|---|---|---|---|---|
| Trait 调整值 | −1 | +0 | +1 | +2 | +3 | +4 | +5 |
Take your level. Divide by three. Round up. 用你的等级除以 3,向上取整。
| Level 等级 | 1–3 | 4–6 | 7–9 | 10–12 | 13–15 | 16–18 | 19–20 |
|---|---|---|---|---|---|---|---|
| Level step 级距 | +1 | +2 | +3 | +4 | +5 | +6 | +7 |
It grows slowly on purpose. On 2d6 a single point is worth a lot. See the odds. 它的增长故意设计得很慢。在 2d6 体系里,1 点加值的分量很重。参见概率表。
Your class gives you three training numbers. One for each kind of fight. 你的职业提供三个训练值,分别对应三种战斗方式。
| Class 职业 | 中文 | Melee 近战 | Missile 远程 | Magic 法术 | Casting trait 施法属性 |
|---|---|---|---|---|---|
| Fighter | 战士 | 3 | 2 | 0 | — |
| Rogue | 盗贼 | 1 | 3 | 0 | — |
| Ranger | 游侠 | 2 | 3 | 1 | WIS 感知 |
| Cleric | 牧师 | 2 | 0 | 2 | WIS 感知 |
| Wizard | 法师 | 0 | 1 | 3 | INT 智力 |
| Bard | 吟游诗人 | 1 | 1 | 2 | CHA 魅力 |
Close up. Five feet away or less. 近身战斗,距离 5 尺以内。
STR + level step + melee training + weapon bonus
A finesse weapon lets you use DEX instead of STR. Daggers, rapiers and short swords are finesse weapons. Bruce fights this way. 使用灵巧武器时可以改用敏捷代替力量。匕首、刺剑和短剑都是灵巧武器。布鲁斯就是这样战斗的。
best of STR or DEX + level step + melee training + shield
You can shove a blade aside or slip past it. Take whichever trait is higher. A shield adds +1. 你可以把刀刃推开,也可以侧身闪过。取两项属性中较高的那个。盾牌提供 +1。
Bruce is a level-3 rogue. His DEX is 16, so his trait is +3. His level step is +1. His melee training is 1. He fights with a dagger. 布鲁斯是 3 级盗贼。敏捷 16,属性调整值 +3;等级级距 +1;近战训练值 1。他使用匕首战斗。
A Grey Tide zombie has Parry −2. Bruce beats it by 7 before he rolls. He hits about 97 times in 100. 灰潮僵尸的格挡值是 −2。掷骰之前布鲁斯就领先 7 点,命中率约为 97%。
| Rule 规则 | 中文 | How it works now 现在的运作方式 |
|---|---|---|
| Opportunity attack | 借机攻击 | Still a reaction. Still a full contest. The runner rolls Parry. |
| Flanking | 夹击 | Two allies either side of one enemy: both attack with +1. |
| Prone target | 目标倒地 | Melee attacks on it get +2. Missile attacks get −2. |
| Dodge action | 闪避动作 | Your Parry and Dodge get +2 until your next turn. |
| Help action | 帮助动作 | Your friend's next attack has advantage. Roll 3d6, keep best two. |
| Two-handed weapon | 双手武器 | Bigger damage dice, as before. No shield, so no +1 Parry. |
Far away. Anything that leaves your hand. 远距离战斗,任何离开你手的东西都算。
DEX + level step + missile training + weapon bonus − range
Missile attacks always use DEX. Range takes points off. See the table below. 远程攻击一律使用敏捷。距离会扣减点数,见下表。
DEX + level step + missile training + shield + cover
You cannot parry an arrow. You can only get small, or get behind something. 你无法格挡箭矢,只能缩小身形,或者躲到东西后面。
| Distance 距离 | 中文 | Attack 攻击 | Notes 备注 |
|---|---|---|---|
| Close — under 30 ft | 近距离 | −0 | — |
| Long — 30 to 120 ft | 远距离 | −1 | — |
| Very long — over 120 ft | 超远距离 | −3 | Your weapon must reach that far. |
| Enemy within 5 ft of you | 敌人贴身 | −3 | Shooting with a sword in your face. |
| Cover 掩护 | 中文 | Dodge 闪避 | Example 例子 |
|---|---|---|---|
| None | 无掩护 | +0 | Open snow. |
| Half cover | 半掩护 | +2 | A low wall, a friend in the way. |
| Three-quarter cover | 四分之三掩护 | +4 | An arrow slit, a tree trunk. |
| Total cover | 全掩护 | — | You cannot be shot at all. |
Every hostile spell is a contest. There are no spell saves any more. 每一个敌对法术都是一次对抗检定。不再有法术豁免。
casting trait + level step + magic training + focus
Wizards cast with INT. Clerics and rangers cast with WIS. Bards cast with CHA. A staff, a holy symbol or an astrolabe is a focus. A focus adds +1. 施法属性:法师用智力,牧师和游侠用感知,吟游诗人用魅力。法杖、圣徽或星盘都算法器,提供 +1。
WIS + level step + magic training
Everybody has a Ward, even a fighter. A fighter's is low. That is why the wizard is dangerous. 每个人都有抗魔值,战士也有,只是很低。这正是法师危险的原因。
One contest. Magic Attack against the target's Ward. Win and the spell works in full. 进行一次对抗:法术攻击值对抗目标的抗魔值。获胜则法术完全生效。
Roll your Magic Attack once. Each creature in the area rolls its own Ward. They all face that one number. 法术攻击只掷一次,范围内每个生物各自掷抗魔值,对抗这同一个数字。
Damage spells do half on a miss. Yes-or-no spells, like hold person, do nothing on a miss. 伤害类法术未命中时造成半数伤害。像「人类定身术」这类非成即败的法术,未命中时完全无效。
No contest. A friend does not dodge your help. It just works. 不需要对抗检定。同伴不会躲开你的帮助,法术直接生效。
A contest between two casters. Both roll Magic Attack. The higher total wins. A tie means the first spell goes off. 两名施法者之间的对抗:双方都掷法术攻击值,总数高者获胜。平局时原法术生效。
Armour no longer stops the blow. It stops some of the hurt. 护甲不再阻止攻击命中,而是抵消一部分伤害。
| Armour 护甲 | 中文 | Absorb 吸收 | Speed 速度 | Who wears it 谁穿它 |
|---|---|---|---|---|
| None, robes | 无甲、长袍 | 0 | −0 | Enoch, Granny Yulan |
| Padded, leather | 软甲、皮甲 | 1 | −0 | Austin |
| Studded leather | 镶钉皮甲 | 1 | −5 | Bruce |
| Chain shirt | 链甲衫 | 2 | −5 | Baodu guards |
| Scale mail | 鳞甲 | 2 | −10 | caravan guards |
| Breastplate | 胸甲 | 3 | −5 | an officer |
| Half plate | 半身板甲 | 3 | −10 | an officer |
| Chain mail | 锁子甲 | 4 | −10 | a dwarf of Baodu |
| Plate | 全身板甲 | 5 | −15 | almost nobody up here |
| Shield | 盾牌 | +1 | −0 | also +1 Parry and Dodge |
A monster absorbs too. Use this table when the stat block has natural armour. 怪物同样有吸收值。当数值表中写着「天生护甲」时,使用此表。
| Body 体质 | 中文 | Absorb 吸收 |
|---|---|---|
| Soft — a zombie, a ghoul | 柔软:僵尸、食尸鬼 | 0 |
| Tough hide, bark, fur | 厚皮、树皮、毛皮 | 2 |
| Scales, bone plate | 鳞片、骨甲 | 3 |
| Stone, iron, old spire | 石、铁、古老石峰 | 5 |
Start with your people. Take off your armour penalty. 先取你的种族基础速度,再减去护甲的惩罚。
base speed − armour penalty (+5 if STR is 16 or more)
A strong body carries steel better. Speed never drops below 10 ft. 强壮的身体更能撑住铁甲。速度最低不会低于 10 尺。
| People 种族 | 中文 | Base speed 基础速度 | Note 备注 |
|---|---|---|---|
| Human | 人类 | 30 ft | — |
| Elf | 精灵 | 30 ft | — |
| Dwarf | 矮人 | 25 ft | Armour never slows a dwarf below 20 ft. |
| Halfling | 半身人 | 25 ft | — |
| Action 动作 | 中文 | Distance 距离 |
|---|---|---|
| Move on your turn | 回合内移动 | Up to your speed. Split it around your action. |
| Dash | 冲刺 | Double your speed. Costs your action. |
| Climb, swim, crawl | 攀爬、游泳、爬行 | Half speed. |
| Deep snow, scree, mud | 深雪、碎石、烂泥 | Half speed. |
| Stand up from prone | 从倒地站起 | Costs half your speed. |
One pool. Ten points per spell level. One number to track. 只有一个法力池。每环法术消耗 10 点。只需跟踪一个数字。
(5 × level × (magic training + level step)) + (10 × casting trait)
Work this out once, when you level up. Write it on your sheet. You never need it again that level. 每次升级时算一次,写在角色卡上。那一级之内不需要再算。
A wizard with magic training 3 at level 3, with INT 16, has: 一位 3 级法师,法术训练值 3,智力 16,计算如下:
| Spell level 法术环阶 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|---|
| Cost 消耗 | 0 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 |
A cantrip is level 0. Ten times zero is zero. Cantrips are free. 戏法是 0 环法术,10 乘以 0 等于 0,所以戏法免费。
Points are not the only limit. You also need the skill. 点数不是唯一的限制,你还需要相应的能力。
| Caster 施法者 | 中文 | Highest spell level 最高环阶 |
|---|---|---|
| Wizard, cleric, bard | 法师、牧师、吟游诗人 | Level ÷ 2, round up. Never above 9. |
| Ranger | 游侠 | Level ÷ 4, round up. Never above 5. |
| Fighter, rogue | 战士、盗贼 | None. Magic training 0 means no magic points. |
| When 时机 | 中文 | You get back 恢复量 |
|---|---|---|
| A long rest — eight hours | 长休(八小时) | All of them. |
| A short rest — one hour | 短休(一小时) | 10 × your level step. |
| Standing in First Light at dawn | 黎明时站在晨光中 | 10 × your level. Once a day. |
| Dawn in a dead valley | 死谷中的黎明 | Nothing. There is no dawn. |
Two tools. The first works out all six scores. The second rolls a contest with them. 两个工具。第一个算出全部六个数值,第二个用这些数值进行一次对抗。
Change anything. The numbers below follow the formulas on this page exactly. 随意修改。下方的数字完全遵循本页的公式。
Put an attack score against a defence score. Red dice are the attacker. Green dice are the defender. 用攻击值对抗防御值。红色骰子是攻击方,绿色骰子是防御方。
The edge is your attack score minus their defence score. Work it out before you roll. 优势差就是你的攻击值减去对方的防御值。掷骰前先算出来。
| Edge 优势差 | −4 | −3 | −2 | −1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| You hit 命中率 | 10% | 16% | 24% | 34% | 44% | 56% | 66% | 76% | 84% | 90% | 95% |
| Clean hit 干净命中 | — | — | — | — | 0.1% | 0.4% | 1% | 3% | 5% | 10% | 16% |
Two fighters with the same numbers hit 44 times in 100. Ties go to the defender, so equal is not quite half. 数值相同的两名战士,命中率是 44%。平局算防御方赢,所以「势均力敌」并不到一半。
Two dice make a bell. Totals near 7 are common. Totals near 2 and 12 are rare. So fights are less random than they look, and a good fighter really is better. 两颗骰子形成钟形分布:接近 7 的总数很常见,接近 2 和 12 的很罕见。所以战斗没有看上去那么随机,强者确实更强。
| Question 问题 | 中文 | Answer 答案 |
|---|---|---|
| Chance of a double six | 掷出双六的概率 | 1 in 36 — about 3% |
| Chance of a double one | 掷出双一的概率 | 1 in 36 — about 3% |
| Both roll the same total | 双方总数相同 | About 11% |
| Advantage is worth | 优势的价值 | About +1.5 |
| A clean hit at even odds | 势均力敌时的干净命中 | About 1 in 1,300 |
The five from session one, then a tool to build your own. 先是第一场的五个怪物,然后是一个自己设计怪物的工具。
Every creature the party can fight in session one, in one table. 第一场中队伍可能对上的每个生物,都在这一张表里。
Copy these five rows onto your notes and you are ready to run. To see what the party actually did to them, read the session one report. 把这五行抄到你的笔记上就可以开场了。想知道队伍实际上怎么对付它们的,请读第一场战报。
| Creature 生物 | 中文 | Hit dice 生命骰 | Attack 攻击 | Parry / Dodge 格挡 / 闪避 | Ward 抗魔 | Absorb 吸收 | Speed 速度 | HP 生命值 |
|---|---|---|---|---|---|---|---|---|
| Grey Tide Zombie | 灰潮僵尸 | 3d8 | +3 | −2 | +2 | 0 | 20 | 22 |
| The Sleepless of White Leaf | 白叶不眠者 | 4d8 | +4 | +2 | +2 | 0 | 30 | 26 |
| Dawn-Blind Ghoul | 盲晨食尸鬼 | 6d8 | +4 | +2 | +2 | 0 | 40 | 39 |
| Kugen, the Withered Root | 枯根 | 8d12 | +7 | +3 | +2 | 2 | 30 | 76 |
| Granny Yulan | 玉兰婆婆 | 12d8 | +6 | +2 | +7 | 0 | 30 | 66 |
A hero counts levels. A monster counts hit dice. Hit dice are the one number that matters. They set its hit points, its damage and how hard it swings. 英雄数等级,怪物数生命骰。生命骰是唯一重要的数字:它决定怪物的生命值、伤害,以及它出手有多重。
A monster has no class. It has a kind: what the thing actually is. Its three kind numbers are called menace. Menace is to a monster what training is to a hero. 怪物没有职业,只有类别——就是它到底是什么东西。类别给出的三个数字叫做威胁值。威胁值之于怪物,就像训练值之于英雄。
Pick the kind. The hit die, the speed and all three menace numbers come with it. 选一个类别。生命骰、速度和三个威胁值都随之而来。
| Kind 类别 | 中文 | Hit die 生命骰 | Melee 近战 | Missile 远程 | Magic 法术 | Guard 护备 | Ward 抗魔 | Speed 速度 | What it is 它是什么 |
|---|---|---|---|---|---|---|---|---|---|
| Bipedal | 双足 | d8 | 2 | 2 | 0 | +1 | 0 | 30 ft | It walks on two legs and has hands. A raider, a goblin. |
| Beast | 野兽 | d8 | 2 | 0 | 0 | 0 | 0 | 40 ft | Four legs, teeth and claws. A wolf, a boar. |
| Winged | 有翼 | d6 | 1 | 0 | 0 | +2 | 0 | 25 ft, fly 60 | It flies. A great raven, a bat. Hard to hit. |
| Large | 大型 | d10 | 2 | 0 | 0 | −1 | 0 | 35 ft | Bigger than a person. A bear, a cave hound. |
| Giant | 巨型 | d12 | 1 | 1 | 0 | −3 | +1 | 40 ft | Enormous. Kugen, an ogre. Tough, but a wide target. |
| Magical | 魔法 | d8 | 0 | 1 | 2 | −2 | +2 | 30 ft | It works by magic, not muscle. Granny Yulan, a shade. |
| Undead | 不死 | d8 | 1 | 0 | 0 | −3 | +2 | 20 ft | Dead and still walking. The Grey Tide, the Sleepless. |
| Swarm | 虫群 | d4 | 1 | 0 | 0 | +2 | 0 | 20 ft | Many small things at once. Rats, bats, biting flies. |
How many? Start with the level of the party it must fight. Add some for a boss. Take some away for chaff. 要多少颗?从它要对付的队伍等级开始,BOSS 加几颗,杂兵减几颗。
hit-dice step = hit dice ÷ 4, rounded up
A hero’s level step is one for every three levels. A monster carries more hit dice than a hero carries levels, so its step is gentler: one for every four. 英雄是每三级一步。怪物的生命骰比英雄的等级多,所以它的步子更慢:每四颗一步。
| Hit dice 生命骰 | 1–4 | 5–8 | 9–12 | 13–16 | 17–20 |
|---|---|---|---|---|---|
| Hit-dice step 级距 | +1 | +2 | +3 | +4 | +5 |
Same shape as a hero. The hit-dice step stands where the level step stood, and menace stands where training stood. 结构与英雄相同:用生命骰级距代替等级级距,用威胁值代替训练值。
Melee = STR + hit-dice step + melee menace
Missile = DEX + hit-dice step + missile menace
Magic = INT + hit-dice step + magic menace
Parry = best of STR or DEX + hit-dice step + guard
Dodge = DEX + hit-dice step + guard
Ward = WIS + hit-dice step + ward
Guard and ward come from the kind table. A giant is a wide target, so its guard is low. A swarm is a cloud, so its guard is high. 护备值和抗魔值来自类别表。巨型生物目标大,护备值低;虫群像一团云,护备值高。
Both fall out of the hit dice. No table needed. 这两项都由生命骰算出,不需要查表。
hit points = hit dice × (average die + CON), round down
Roll them if you like. Three d8 with CON +3 is 3d8 + 9, which averages 22. That is the Grey Tide zombie exactly. Average of a die: d4 is 2.5, d6 is 3.5, d8 is 4.5, d10 is 5.5, d12 is 6.5. 你也可以直接掷。三颗 d8、体质 +3,就是 3d8 + 9,平均 22 点——正好是灰潮僵尸的数值。骰子平均值:d4 是 2.5,d6 是 3.5,d8 是 4.5,d10 是 5.5,d12 是 6.5。
damage = (hit-dice step)d6 + STR
A Magical monster adds nothing: its spell carries its own force. If any monster attacks twice in a turn, halve the dice. 魔法类不加任何调整值,因为法术自带威力。任何怪物一回合攻击两次时,把伤害骰减半。
Set the kind and the hit dice. The party boxes are your heroes’ real numbers, so the last two lines tell you how the fight will go. 设定类别和生命骰。「队伍」栏填你英雄的真实数值,最后两行就会告诉你这场战斗会怎么打。
Print this part. Put it on the table. 把这部分打印出来,放在桌上。
| Score 数值 | 中文 | Formula 公式 |
|---|---|---|
| Melee Attack | 近战攻击 | STR (or DEX if finesse) + level step + melee training + weapon |
| Parry | 格挡 | best of STR or DEX + level step + melee training + shield |
| Missile Attack | 远程攻击 | DEX + level step + missile training + weapon − range |
| Dodge | 闪避 | DEX + level step + missile training + shield + cover |
| Magic Attack | 法术攻击 | casting trait + level step + magic training + focus |
| Ward | 抗魔 | WIS + level step + magic training |
| Speed | 速度 | base − armour penalty, +5 if STR 16+, floor 10 ft |
| Max magic points | 魔法点上限 | (5 × level × (magic training + level step)) + (10 × casting trait) |
Ready? Go and run Session One — The Children of White Leaf. 准备好了吗?去带领第一场 · 白叶的孩子吧。