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地精狗狗 发表于 2005-5-11 09:56

策略与技巧:豁免

tactics and Tips:Worth Saving (zz wizards.com)  <br>By Stephen Schubert<br><br>The dragon breathes down upon the party. After the Dungeon Master has rolled his pile of dice and calculated his total, the players cast their own 20-siders -- the lives of their player characters hanging on the result of the roll. A staple of the D&amp;D game is the saving throw, and this week&#39;s article discusses the characteristics of the three saving throw types, and ways to improve the survival chances of your PC.<br><br>&quot;Make me a Fort save&quot;: Attacks or spells that require Fortitude saving throws are very often either save-or-die affairs, or effects such as poisons that damage ability scores. At low levels, poisons and disease are the most common Fortitude effects, and failing a saving throw will be an inconvenience, but a failed result usually doesn&#39;t immediately kill the character (though a strong poison might incapacitate her if an ability other than Constitution is dropped to zero). At higher levels, spells such as finger of death and disintegrate also target a character&#39;s Fortitude, and failing the saving throws in these instances may mean it&#39;s time to start rolling up your next character. <br><br>A number of options are available to enhance a character&#39;s ability to survive a Fortitude saving throw, depending on the nature of the effect.<br><br>If poisons are the problem, a flask of antitoxin (+5 on poison saves) is great at low levels (see page 128 in the Player&#39;s Handbook). <br><br><br>If your party includes a character with ranks in the Heal skill (see page 75 in the Player&#39;s Handbook), then the greatest danger of the poison is the initial damage, since Heal grants you effectively two chances to make the save. <br><br><br>Eventually, the delay poison spell (see page 217 in the Player&#39;s Handbook) becomes useful for providing temporary immunity to poisons, though it simply delays the inevitable. <br><br><br>By the time your PC encounters creatures using death effects, such as slay living or destruction, your party should have access to death ward (see page 217 in the Player&#39;s Handbook), which can protect those characters most susceptible to Fortitude effects. <br><br><br>Magic items such as the periapt of proof against poison (see page 263 in the Dungeon Master&#39;s Guide) and scarab of protection (see page 266 in the Dungeon Master&#39;s Guide) also help in such instances.<br><br><br>No specific protection bolsters Fortitude saving throws against certain spells, such as baleful polymorph and implosion, so wizards and rogues facing such situations may be best off just disappearing for a round or two. <br><br>&quot;Make me a Reflex save&quot;: A failed Reflex saving throw almost always results in a significant amount of lost hit points. Many fighters and clerics can get away with poor Reflex save bonuses because they have either enough hit points or sufficient healing available to absorb a pile of damage. Even successful saving throws result in some amount of damage, except for those rogues with evasion. Since most effects that require Reflex saving throws have a consistent effect (piles of damage), you may find it easier to plan for the eventuality of the Reflex save. Characters with an abundance of hit points may discover that trying to improve a poor Reflex save is not worth the cost, whereas wizards or other typically fragile characters may want to invest in spells or magic items that help mitigate the danger.<br><br>Compensating for a low Reflex save bonus usually requires increasing a charact<br>er&#39;s available hit points, either through after-the-fact healing magic or via increased hit points prior to the attack.<br><br>A few spells, such as heroes&#39; feast (see page 240 in the Player&#39;s Handbook) and bear&#39;s endurance (see page 203 in the Player&#39;s Handbook) help in this regard, as does the vigor psionic power (see page 140 in the Expanded Psionics Handbook).<br><br><br>Another key component of most Reflex-based effects is the tendency toward energy damage, such as fire damage from a dragon&#39;s breath weapon or a fireball spell. With a bit of forethought, much of the damage can be negated using spells such as resist energy or protection from energy (see pages 272 and 266 in the Player&#39;s Handbook, respectively). <br>&quot;Make me a Will save&quot;: Not always save-or-die, Will save effects usually feel as bad, and sometimes much worse. A failed Will save to a fear effect or two can send your character running away from an encounter, which while allowing you an opportunity to refill your soda, does little to help your party overcome the encounter. Even better are confusion, possession, and domination effects, where your party gets to beat you into unconsciousness (&quot;better&quot; is a relative term, here). Smart opponents use hold person or, better yet, Tasha&#39;s hideous laughter on the party muscle.<br><br>The good news is that characters can counter or remove most ongoing disabling effects that result from a failed Will save.<br><br>Remove paralysis releases a held character, and remove fear returns courage to a fleeing comrade (see page 271 of the Player&#39;s Handbook).<br><br><br>Protection from evil (see page 266 of the Player&#39;s Handbook) prevents a character from being dominated or possessed.<br><br><br>Characters can counter even harm and inflict wounds spells by using a death ward. <br><br>Increasing Saving Throws: Resistance bonuses, via spells or cloaks of resistance (see page 253 of the Dungeon Master&#39;s Guide), are a solid method of improving all saving throws. A character might multiclass, either taking levels in those classes that provide a &quot;good&quot; bonus on a currently poor saving throw, or stacking the good bonuses to make one save particularly high at the expense of the others. Each saving throw type also has its own feat that grants a +2 bonus (Great Fortitude, Iron Will, and Lightning Reflexes).<br><br>Consider that a standard saving throw DC will, in general, be somewhere between 10 + half your level and 10 + your level. Be familiar with the general types of results of a failed saving throw, and plan your character&#39;s career path and development accordingly.<br><br>And remember, despite all your preparation and due diligence, a natural 1 always fails.<br><br>Game Resources: To use the material in this article to its fullest, check out the following resources: Dungeon Master&#39;s Guide, Monster Manual, Player&#39;s Handbook, Expanded Psionics Handbook.<br><br><br>翻译:doggy<br>巨龙对着冒险队伍喷吐起来……当DM掷出了龙息的伤害骰并得到总值后,玩家们开始拼20了……他们的角色命悬一线,那就是投骰结果。DND游戏的重要元素之一是豁免,本周文章讨论的是角色的三类豁免能力以及提高PC生存机会的方法。<br><br>“哼哼,所有人给我拼强韧!”:(真是口语化呀……)<br>需要进行强韧检定的攻击或法术,要么是“失败往往意味着死亡”,要么带来属性伤害的效果,比如毒素。在低等级,毒素和疾病是最常见的强韧检定情况。结果失败是个大麻烦,但通常不会立即杀死角色(然而,剧毒的效果可能使体质以外的属性降到零,而导致角色挂掉)。而高等级常常面临诸如死亡一指、碎裂术之类的针对强韧的魔法,如果你败了,那么是时候重新投点做卡咯。<br><br>以下方法可以提高你在强韧豁免检定下的生存能力,当然还要看那些效果的性质:<br><br>如果面临的麻烦是毒素,一瓶抗毒剂(+5强韧,针对毒素)在低等级会有奇效(PHB 128页)。<br><br>如果队伍里存在有医疗(heal)技能等级的队员(PHB 75页),毒素的最大威胁只不过是初始伤害而已,因为医疗切实有效地给了你两次通过豁免的机会。<br><br>最后,神术[延缓毒发](PHB 217页)有效地提供了暂时的毒素免疫,虽然那仅仅延缓了不可避免的事件。<br><br>当PC们遇到了使用诸如杀生术、毁灭术等死亡效果的生物时,队伍应该已经拥有了[死亡守护](PHB 217页),用来保护以强韧为弱项的角色们。<br><br>诸如抗毒护身符(DMG 263页)、防护圣甲虫(DMG 266页)之类的魔法物品在上述例子中也可以提供帮助。<br><br>像[恶意变形]或[内爆术]这样的魔法,缺乏特殊的支持强韧豁免的防护措施。所以法师和盗贼们遇到这种情况最好先“咻”一下消失一、两轮,以策安全。<br><br>“过反射吧!”:<br>失败的反射豁免判定几乎总是导致生命点数大量损失。许多战士和牧师能够脱离低反射的窘境,因为“血牛”和“药箱”往往可以承受更多的伤害。即使成功的检定也带来不小的伤害,除非是拥有反射闪避的游荡者们。既然大多数需要反射检定的效果都是一致的(不就是伤害么,喵),你会觉得应付那些针对反射的未知事件要相对容易些。拥有高生命点数的角色们会发现,提高反射豁免或许不值回票价;同时法师们和其他脆弱的家伙会希望投资于魔法或物品,以减轻危险。<br><br>若想弥补低的反射豁免,通常需要通过事后的治疗魔法,或在被攻击前预先增加生命点数,来提高“可用”生命点数。<br><br>一些魔法,比方说[英雄宴](PHB 240页)及[熊之坚韧](PHB 203页)在这类事件中大有帮助,还有[灵能活力](EPH 140页)。<br><br>许多基于反射豁免的效果还有一个重要成分,就是能量伤害,比如龙息中的火焰伤害或是魔法[火球术]。若是有点远见,大部分伤害都可被[抵抗能量伤害]和[防护能量伤害]所抵消。(分别见PHB 272和266页)<br><br>“做个意志检定”:<br>虽然不总是“豁免败,吾即死”,(需要)意志豁免的效果往往让人感到一样糟糕……甚至更惨。面对恐惧效果的一两次失败会让角色逃离一场遭遇,给你机会倒满你的苏打水(开始喝茶,恩,大家继续……),对你的队伍克服遭遇毫无帮助。更妙的是混乱术、占据术、命令术……让队友们把你揍到不省人事(‘更妙’……这里是说,相对的)。聪明的对手会对团里的肌肉男使用定身术或者……恩,这个更好:塔莎狂笑。<br><br>好消息是,如果意志豁免失败,角色们尚能够对抗或至少消除大多数进行中的、使人丧失战力的效果。<br><br>[移除麻痹]释放一个被定身的角色,[移除恐惧]为逃跑中的同志重拾勇气。(PHB 271页)<br><br>[防护邪恶](PHB 266页)可防止角色被占据或控制。<br><br>凭借[死亡守护],角色甚至能对抗[伤害术]和[造成伤害]系列的法术。<br><br>增强豁免率:魔法或“抗力斗篷”(DMG 253页)所提供的抵抗加值,是提高所有豁免的可靠方法。角色可以选择兼职:依靠擅长某种豁免的职业来弥补自己的该项低豁免,或是积累一项超高豁免,牺牲其它豁免为代价。每一类豁免都有对应的专长来提供+2的奖励。<br><br>要考虑到标准的豁免DC通常位于(10+人物等级/2)和(10+人物等级)之间。要对种种豁免失败的一般后果有一定了解,并依此计划你人物的职业生涯和发展。<br><br>还要记住,无论你如何充分准备或勤勉积累,掷出1是必然失败的……

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香水:一个谋杀犯的故事

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