为了种种目的,我自己正在整一个规则
基本上是根据任务的难度掷相应数量d6,小于你的属性就成功的规则,对于不会的技能加个d6(哇哦,饭桶的-4),熟练的技能减几个d6(甚至减到无!我才不想骰嘞)
突然发现,我可以对d100作类似的事 :em032
在设计时要为属性分配好技能
好处是技能与属性的关联更大。
坏处?虽然对我来说不是,但无疑会极大削减角色多样性
比如coc7th下
迟顿的(敏捷20)芭蕾演员(艺术:芭蕾80)
无力的(力量25)格斗大师(斗殴90)
将无所遁形
但是轮椅上的(敏捷5)前体操运动员(艺术:体操80)依然可以搓出来
方案之一是将体操与教育挂钩,并视为值得两个奖励骰的精通
以下是coc7th中的一些技能基于个人偏见的分类,求大佬指点
如果想,不妨规定一些技能(尤其锁匠及大票专业性强的与教育挂钩的技能)在未受训时为极难
特别的,信用真的真的不该是个技能,目前不知道如何挂钩
克学当然不与属性挂钩
教育:
人类学
估价
考古学
历史
语言
母语(总是视为已掌握)
法律
医学
博物学
神秘学
驾驶飞行器
心理学
科学
智力:
会计
智力向技艺
电器维修
急救
图书馆使用
聆听
机械维修
领航
精神分析
侦查
生存
追踪
力量:
攀爬
斗殴
跳跃
游泳
投掷
敏捷:
敏捷向技艺
闪避
汽车驾驶
射击
锁匠
操纵重机
骑术
妙手
潜行
外貌:
魅惑
乔装
话术
说服
此外,意志、体型、体质、幸运没有相应的技能
不妨试试把意志用于回忆检定,减轻灵感检定的负担
在车卡时,只消设好属性,为"掌握"的技能打上勾即可。至此,卡的数据部分已经车好了
好处是更快的车卡。
坏处同上一条。
在游玩中,对于没"掌握"的技能,需要来个困难成功(小于等于一半的属性值)
原本需要困难的成功为极难,以此类推。
惩罚骰则用于处理一些状况
好处是人人均有机会,缓解小龙虾现象。
一个可能的坏处同样是人人都特么有机会
一个来自2d20系统的可能的方案是:
为取得比所需成功度更高者发放动力点
可以消耗动力点,为检定带来奖励骰
在成长上,更加熟练的技能将获得奖励骰,而省得加值
不妨试试让玩家更直白地成长,比如一个剧本结束发两个经验点
每一个经验点可以在漫长的幕间用于:
学会一门技能;
让一个技能更加熟练以获得一个奖励骰;
提高一个属性5点;
只是coc7th的成长检定(大于你用过的技能便成长)更有道理 :em015
题外话:我所了解的基本角色扮演系统几乎都来自coc,所以我不知道别的d100怎么处理战斗
关于战斗上的花活,我认为是给玩家更多的选择(可惜,以我玩的少数coc剧本来说,还是别打了)
好在coc7th的战技系统还行
不过我认为还是得:人人都会巨力猛攻!
承担一点惩罚骰造成更多d6的伤害!
记得再规范一下动作,实在不行一个动作一个移动。
也别忘了可以用加值/减值
关于coc的其他经验:少弄点困难及以上的检定。一只技能80的大师在困难检定上的成功率只有四成?比一位技能40的入门者高不到哪去。更难的任务,就更难以看出尝试者的水平)
最后关于全自动射击模拟的疯狂畅想:掷等于射出的子弹数减一的奖励骰,追求一手极难成功下的极限伤害。当然了,子弹伤害也只消算一次。
也许有一天可以以这样的规则跑《辐射》
几乎明白了。被火压的角色可以找到掩体或者离开压制区(离开压制者?)来脱离。另一方面"一个进行近战⋯以逃避压制"没太明白,难不成在火力压制之前进行近战的人不会被压制 :em012。话说没有意志力的单位(比如⋯无人机什么的(不知道战锤有没有))会怎么样,还是会受到伤害吧。求大佬指一手原文或者熟肉 :em007拜托了
The active character unleashes a hail of firepower to force his opponents to take cover. This action requires a weapon capable of semi-automatic or fully automatic fire (see page 144, Rate of Fire). When Suppressing Fire is declared, the active character establishes a kill zone, which is any general area, such as a corridor or tree line, that encompasses a 30° (if the weapon is fired in semi automatic mode) or 45° arc (if full automatic firing is used) in the direction the active character is facing. Then, as part of the Action the character fires a Full Auto or Semi-Auto Burst (as per the Full Auto and Semi-Auto Burst actions) and expends the appropriate ammo. All targets within the kill zone must make a Difficult (–10) Pinning test or become Pinned as per page 230. If the attacker fired a Full Auto burst, the Pinning test is Hard (–20) instead.
The character does not roll to hit following the usual penalties or bonuses of the Full Auto and Semi-Auto Burst actions. Instead the character makes a Hard (–20) Ballistic Skill test to see if his gunfire has hit anything. A roll of 94–100 on the test indicates the weapon has jammed (see Weapon Jams below). If the Ballistic Skill test succeeds, the GM assigns the hit to a random target within the kill zone, with every extra two degrees of success scoring an extra hit against another random victim. The number of hits scored cannot exceed the weapon’s semi-automatic or fully automatic rate of fire, and use Table 7–2: Multiple Hits on page 223 to determine Hit Locations against the same target. The active character cannot choose to fail this Ballistic Skill test.
原文pdf太大,暂时没法传
几乎明白了。被火压的角色可以找到掩体或者离开压制区(离开压制者?)来脱离。另一方面"一个进行近战⋯以逃避压制"没太明白,难不成在火力压制之前进行近战的人不会被压制 :em012。话说没有意志力的单位(比如⋯无人机什么的(不知道战锤有没有))会怎么样,还是会受到伤害吧。求大佬指一手原文或者熟肉 :em007拜托了
The active character unleashes a hail of firepower to force his opponents to take cover. This action requires a weapon capable of semi-automatic or fully automatic fire (see page 144, Rate of Fire). When Suppressing Fire is declared, the active character establishes a kill zone, which is any general area, such as a corridor or tree line, that encompasses a 30° (if the weapon is fired in semi automatic mode) or 45° arc (if full automatic firing is used) in the direction the active character is facing. Then, as part of the Action the character fires a Full Auto or Semi-Auto Burst (as per the Full Auto and Semi-Auto Burst actions) and expends the appropriate ammo. All targets within the kill zone must make a Difficult (–10) Pinning test or become Pinned as per page 230. If the attacker fired a Full Auto burst, the Pinning test is Hard (–20) instead.
The character does not roll to hit following the usual penalties or bonuses of the Full Auto and Semi-Auto Burst actions. Instead the character makes a Hard (–20) Ballistic Skill test to see if his gunfire has hit anything. A roll of 94–100 on the test indicates the weapon has jammed (see Weapon Jams below). If the Ballistic Skill test succeeds, the GM assigns the hit to a random target within the kill zone, with every extra two degrees of success scoring an extra hit against another random victim. The number of hits scored cannot exceed the weapon’s semi-automatic or fully automatic rate of fire, and use Table 7–2: Multiple Hits on page 223 to determine Hit Locations against the same target. The active character cannot choose to fail this Ballistic Skill test.
原文pdf太大,暂时没法传
感谢!