← krueng.ai ← The world ← Session one The Fight Rules 战斗规则
A grey zombie of the Grey Tide walking through cold mountain mist

The Fight Rules

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。

00How a fight works here

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
Why it is built this way. The defender rolls, so nobody sits and waits. A soldier in plate feels heavy, not slippery. And a caster counts one pool instead of a row of boxes. 为什么这样设计。防御方要掷骰,所以没有人干坐着等。穿全身板甲的战士显得沉重,而不是滑不溜手。施法者只需要数一个法力池,而不是一排格子。

01The contest

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。

The attacker rolls 2d6 and adds an attack score. The defender rolls 2d6 and adds a defence score. The higher total wins. A tie goes to the defender. 攻击方掷 2d6 加上攻击值,防御方掷 2d6 加上防御值。总数高的一方获胜。平局算防御方赢。

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。

Who goes first 先攻

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 差距

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 less0 或更低 Miss. The defender turned it away.
1 to 91 至 9 Hit. Roll damage as normal.
10 or more10 或更高 Clean hit. Add +2 damage.

Double six and double one 双六与双一

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.

Advantage and disadvantage 优势与劣势

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。

Both sides can have advantage. Then both sides roll 3d6. They do not cancel each other out. 双方可以同时拥有优势。那就双方都掷 3d6,它们不会互相抵消。

02The three parts of every score

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。

Every score 每个数值
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。

1 · Trait 属性调整值

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81012 14161820
Trait 调整值−1+0+1 +2+3+4+5

2 · Level step 等级级距

Take your level. Divide by three. Round up. 用你的等级除以 3,向上取整。

Level 等级1–34–67–9 10–1213–1516–1819–20
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

3 · Training 训练值

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320
Rogue盗贼130
Ranger游侠231WIS 感知
Cleric牧师202WIS 感知
Wizard法师013INT 智力
Bard吟游诗人112CHA 魅力
You defend with what you know. The same training number works for attack and for defence. A good archer knows where an arrow will go. So he knows how to get out of the way. 你用你熟悉的东西来防守。同一个训练值既用于攻击,也用于防御。优秀的弓手知道箭会往哪飞,所以也擅长躲开它。

03Melee — swords, staves, teeth

Close up. Five feet away or less. 近身战斗,距离 5 尺以内。

Melee Attack 近战攻击值
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。

Parry 格挡值(近战防御)
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

Worked example 范例

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%

Melee rules that still work 仍然适用的近战规则

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.

04Missile — bows, slings, thrown

Far away. Anything that leaves your hand. 远距离战斗,任何离开你手的东西都算。

Missile Attack 远程攻击值
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。

Dodge 闪避值(远程防御)
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−3Your weapon must reach that far.
Enemy within 5 ft of you敌人贴身−3Shooting with a sword in your face.
Cover 掩护中文Dodge 闪避Example 例子
None无掩护+0Open snow.
Half cover半掩护+2A low wall, a friend in the way.
Three-quarter cover四分之三掩护+4An arrow slit, a tree trunk.
Total cover全掩护You cannot be shot at all.
Darkness is worse than cover. A dead valley has no dawn. So there is no light to shoot by. Missile attacks in the dark have disadvantage. Bruce still hits. Nobody else does. 黑暗比掩护更麻烦。在死去的山谷里没有黎明,也就没有光线供人瞄准。黑暗中的远程攻击处于劣势。布鲁斯依然能命中,其他人则不行。

05Magic — spells and wards

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。

Magic Attack 法术攻击值
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

Ward 抗魔值(法术防御)
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。

Armour does nothing against magic. Steel does not stop cold, fear or rot. Only your Ward does. 护甲对法术毫无作用。钢铁挡不住寒冷、恐惧和腐朽,只有抗魔值能挡。

Spells that hit one target 单体法术

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。

Spells that fill an area 范围法术

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。

Healing and helping 治疗与增益

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。

Counterspell 反制法术

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。

06Armour absorbs

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。

Take the damage roll. Subtract your absorption. A hit always does at least 1 damage. 掷出伤害后,减去你的吸收值。任何命中至少造成 1 点伤害。
Armour 护甲中文Absorb 吸收Speed 速度Who wears it 谁穿它
None, robes无甲、长袍0−0Enoch, Granny Yulan
Padded, leather软甲、皮甲1−0Austin
Studded leather镶钉皮甲1−5Bruce
Chain shirt链甲衫2−5Baodu guards
Scale mail鳞甲2−10caravan guards
Breastplate胸甲3−5an officer
Half plate半身板甲3−10an officer
Chain mail锁子甲4−10a dwarf of Baodu
Plate全身板甲5−15almost nobody up here
Shield盾牌+1−0also +1 Parry and Dodge

Thick hides and stone 厚皮与石壳

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
Absorption makes small hits useless. That is the point of it, and it is also the danger. A rogue with a dagger cannot hurt a stone thing. He needs a hammer, a spell, or a better idea. 吸收值会让小伤害变得毫无意义。这既是它的用意,也是它的危险之处。拿着匕首的盗贼伤不到石头造物,他需要一把锤子、一个法术,或者一个更好的主意。

07Movement speed

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。

Speed 移动速度
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 ftArmour never slows a dwarf below 20 ft.
Halfling半身人25 ft

What you can do with it 速度的用法

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.
Speed matters more here than in most worlds. In the Thousand Spires you cannot climb over anything. Every road is a hole. Ten feet of speed can decide it. You reach the cave mouth, or you do not. 在这个世界,速度比在别处更重要。在千峰之地你无法翻越任何东西,每条路都是一个洞。10 尺的速度差,可能就决定你能否赶到洞口。

08Magic points

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。

Max magic points 魔法点上限
(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:

What a spell costs 法术消耗

Spell level 法术环阶012 3456 789
Cost 消耗01020 30405060 708090

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。

How big a spell you can cast 你能施展的最高环阶

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.

Getting points back 恢复魔法点

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.
This is why the campaign works. Walk north and the mornings stop giving. Enoch and Austin get quietly poorer every day. Bruce does not. Past the eleventh valley, the rogue is the most useful person in the party. 这正是整个战役成立的原因。越往北走,早晨就越不再给予。以诺和奥斯汀每天都在悄悄变穷,布鲁斯却不会。过了第十一座山谷之后的某处,盗贼会成为队伍里最有用的人。

09Build a hero, and fight with him

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。

Work out the six scores 计算六个数值

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。

Roll a contest 进行一次对抗

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。

Press roll. 点击掷骰。

10The odds, so you can plan

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 −10+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。

A clean hit needs a margin of 10. Two even fighters will almost never get one. It rewards being far better than the thing in front of you. It does not reward luck. 干净命中需要 10 点差距。实力相当的两人几乎永远做不到。它奖励的是你远强于对手,而不是运气好。
This is the one thing a DM must understand. On 2d6 the middle is crowded. One point moves the odds about ten per cent. Five points nearly ends the argument. Do not stack bonuses. 这是 DM 必须明白的一点。2d6 的结果集中在中间。1 点加值会改变约 10% 的概率,5 点几乎就定胜负了。不要叠加过多加值。

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

11The monsters

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。

Session one 第一场

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+202022
The Sleepless of White Leaf白叶不眠者4d8+4 +2+203026
Dawn-Blind Ghoul盲晨食尸鬼6d8+4 +2+204039
Kugen, the Withered Root枯根8d12+7 +3+223076
Granny Yulan玉兰婆婆12d8+6 +2+703066
Granny Yulan is a real duel. Her Ward is +7. Enoch's Magic Attack is +8 with his astrolabe. He wins about 56 times in 100. Both of them know it. She would still rather make tea. 现在与玉兰婆婆的对决是真正的势均力敌。她的抗魔值是 +7,以诺拿着星盘时法术攻击值是 +8,胜率约 56%。双方都清楚这一点。不过她还是更愿意去泡茶。
Kugen absorbs 2. Bruce's dagger does 1d6+3. Against Kugen that is 2 to 7, not 4 to 9. He should climb, not stab. Let the players find this out — it is the first time absorption bites. 枯根的吸收值是 2。布鲁斯的匕首伤害是 1d6+3,对枯根实际只有 2 到 7 点,而不是 4 到 9 点。他应该去攀爬,而不是硬刺。让玩家自己发现这一点——这是吸收规则第一次真正咬人。

Make your own 自己设计怪物

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。

Step 1 · What is it? 它是什么?

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d82 20+10 30 ftIt walks on two legs and has hands. A raider, a goblin.
Beast野兽d82 0000 40 ftFour legs, teeth and claws. A wolf, a boar.
Winged有翼d61 00+20 25 ft, fly 60It flies. A great raven, a bat. Hard to hit.
Large大型d102 00−10 35 ftBigger than a person. A bear, a cave hound.
Giant巨型d121 10−3+1 40 ftEnormous. Kugen, an ogre. Tough, but a wide target.
Magical魔法d80 12−2+2 30 ftIt works by magic, not muscle. Granny Yulan, a shade.
Undead不死d81 00−3+2 20 ftDead and still walking. The Grey Tide, the Sleepless.
Swarm虫群d41 00+20 20 ftMany small things at once. Rats, bats, biting flies.
The kind is the body, not the job. A goblin archer and a goblin with an axe are both Bipedal. What they carry is your choice, not a different line on the table. 类别说的是身体,不是职业。弓手哥布林和拿斧的哥布林都是双足类。它们带什么装备由你决定,不是表上另外一行。

Step 2 · Count the hit dice 数生命骰

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 生命骰级距
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1–45–89–12 13–1617–20
Hit-dice step 级距+1+2+3 +4+5

Step 3 · The six scores 六个数值

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。

The three attacks 三种攻击
Melee = STR + hit-dice step + melee menace Missile = DEX + hit-dice step + missile menace Magic = INT + hit-dice step + magic menace
The three defences 三种防御
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。

Step 4 · Hit points and damage 生命值与伤害

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 生命值
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 伤害
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。

Build a monster 搭建一个怪物

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。

How close is it? Put the five above into this tool and the hit die, the hit points and the damage come out exactly right. The six scores can land a point or two apart, because those five were tuned by hand. Move a trait if you want it softer. 它有多准?把上面那五个怪物输进这个工具,生命骰、生命值和伤害完全吻合。六个数值可能差一两点,因为那五个是手调的。想要它软一点,就改一项属性。

12The whole thing on one card

Print this part. Put it on the table. 把这部分打印出来,放在桌上。

A turn, in order 回合顺序

  1. At the start of the fight, roll 2d6 + DEX for the order. 战斗开始时掷 2d6 + 敏捷决定顺序。
  2. Move up to your speed. 移动,最远不超过你的速度。
  3. Act. Attack, cast, dash, dodge, hide, help or disengage. 行动:攻击、施法、冲刺、闪避、躲藏、帮助或撤离。
  4. If you attack, both sides roll 2d6 and add a score. 如果你发动攻击,双方各掷 2d6 并加上相应数值。
  5. Higher total wins. A tie is a miss. 总数高者获胜。平局算落空。
  6. Beat them by 10 or more: add +2 damage. 超出 10 点或以上:伤害 +2。
  7. Roll damage. Subtract their absorb. Minimum 1. 掷伤害骰,减去对方的吸收值,最低 1 点。
  8. Magic ignores absorb. Armour is no help against a spell. 法术无视吸收值。护甲对法术没有任何帮助。
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)
Level step is your level divided by three, rounded up. Training comes from your class. Trait is the ability modifier you already know. 等级级距=等级 ÷ 3,向上取整。训练值由职业决定。属性调整值就是你已经熟悉的那个数字。

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。