第二次团定在11月30日晚上7:30,望诸位准时参加
跑团工具 irc
房间名:伊甸园
另关于房规,为更好更快地跑团,设定房规如下:
1。每次攻击骰需要附加本次攻击威能名称,如没有附加,按随意威能计算,不允许先骰攻击再报遭遇或者每日。
2。每次团队技能检定会在需要pc做鉴定前宣告是一个团队检定,
pc如果需要辅助请在主骰之前骰辅助,并在检定同时附加“辅助”字样,如没有加“辅助”,一律视为无效,
主骰以队长指定为准,如无指定,以队长骰为主骰。每个团队检定每人只能辅助一次或选择不辅助,多骰无效。
3。个人检定每人一次,dm会提醒每人骰一次的是个人检定
4。大部分的检定只有一次机会,没有失败重骰的概念(如侦察),也没有第一个人失败第二个继续侦察的情况
5。怪物知识每人每回合有一次自由动作机会。
6。经过对妖精书的研究,紧急制定禁妖精书威能的决定。(实在是那本书某些威能太强力,某pc已经选择的主题威能就算了,允许使用)
7。每人每天精力充沛的活动时间为10小时,当超过该限制,该生物需要在每小时做一个坚韧鉴定,直到长休息为止,在额外第一小时 DC20,此后每小时+5,当鉴定失败,失去一个回复力或者同样的血(Beyond that limit, the creature must make an Endurance check at the end of each hour (or part of an hour) of walking, until it takes an extended rest. The DC for the check is 20 at the end of the first hour and increases by 5 at the end of each subsequent hour of walking. Whenever a creature fails this check, the creature loses a healing surge, or it takes damage equal to its level if it has no healing surges left.)
8.每小时速度,表格中每小时速度为步行速度,你可以以倍速运动一个小时,但是会失去一个回复力或者损失相当的血量.Speed per Hour: A creature’s speed per hour assumes a walking pace. A creature can move at twice this speed for an hour. If the creature maintains the faster pace beyond that time, the creature loses a healing surge at the end of each subsequent hour (or part of an hour) at that pace, or it takes damage equal to its level if it has no healing surges left.
9.好吧,我承认,我看到这个rule的时候我震精了,你们都脱离的人的范畴,你们可以挨饿3周,可以3天不喝水,可以3分钟不呼吸,如果超过这个时间,做DC20坚韧,成功地增加1天(饥渴)或者1轮(5秒不呼吸),失败扣回复力并再次做坚韧,成功后下轮dc+5,以此类推.(Starvation, Thirst and Suffocation:When deprived of food, water, or air, the rule of three applies. An adventurer can handle three weeks without food, three days without water, and three minutes without air outside of strenuous situations.After that, such deprivation is a significant test of a PCs’ stamina. At the end of the time period (three weeks, three days, or three minutes), the character must succeed on a DC 20 Endurance check.Success buys the character another day (if hungry or thirsty), or round (if unable to breathe). Then the check is repeated at DC 25, then at DC 30, and so on. When a character fails the check, he loses one healing surge and must continue to make checks. A character without healing surges who fails a check takes damage equal to his level.In strenuous situations, such as combat, going without air is much harder. A character holding his breath during underwater combat, for example, must make a DC 20 Endurance check at the end of his turn in a round where he takes damage.As with environmental dangers, a character cannot regain healing surges lost to starvation, thirst, or suffocation until he eats a meal, drinks, or gains access to air again, respectively.A character with 0 or fewer hit points who continues to suffer from one of these effects keeps taking damage as described above until he dies or is rescued.)
10.基于上述的补充,由于你们挨饿能力太过强大,于是制订本规则,该挨饿状态累计,即当你挨饿3天时,你需要吃3天的伙食才能恢复,如果仅吃一天的伙食,那么仅仅恢复1天而已,另本大陆借用浩劫残阳中生存日规定,即每人每天需要消耗2份食物(一天两顿,任何种族均受此限制包括无需食物种族,但免疫呼吸的种族特性存在.),你们的冒险者背包中存在10份食物,可以吃5天.
11.环境危险:The adventure sets the DC for the Endurance check. Here are some useful benchmarks. When designing your own environmental dangers, rely on the Difficulty Class and Damage by Level table (page 42) and your common sense.
Condition Endurance DC
sleep on the ground 20
Severe weather 20
High altitude 21
Extreme altitude 26
Cold 22
Frigid cold 26
Heat 22
Stifling heat 26
Pervasive smoke or ash 26
Pervasive necromantic energy 31
If a character takes an extended rest while in an area of environmental danger, he recovers healing surges lost in combat but not those lost from failed Endurance checks. During the six hours that include extended rest, the character gets a +2 bonus to Endurance checks because he’s resting and not exerting himself
速度表
Base Exploration Speed
Speed Per Day Per Hour Per Minute
5 25 miles 2½ miles 250 feet
6 30 miles 3 miles 300 feet
7 35 miles 3½ miles 350 feet
8 40 miles 4 miles 400 feet
TERRAIN AND MOVEMENT
Distance
Multiplier Terrain
× ½ Mostly difficult terrain: dense forests, mountains,deep swamps, rubble-choked ruins
× ¾ Extensive difficult terrain: forests, hills,swamps, crumbling ruins, natural caves, cities
× 1 Very little difficult terrain: open fields, plains,roads, clear dungeon corridors