純美蘋果園
TRPG討論區 => 研討區 => 4版 討論區 => 主题作者是: donkey 于 2007-09-18, 周二 09:29:42
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“设计和开发”文章系列首次于2005年9月在D&D网站登场,从那以后就成为了主料。随着4E的接近,我们的设计师和开发者集中于新版本,该专栏将成为覆盖4E的主要载体。我们不止会让你一瞥即将降临的4E,还会让你知道“怎么样”和“为什么”。
请记住游戏在不断变动,因为我们的设计和开发组在不断改进。你可以看一眼帷幕之后正在进行中的游戏设计,那么随意吧,有空的话将评论发向dndinsider@wizards.com。
(http://www.wizards.com/dnd/images/4e/20070917a_drdd_1th.jpg)
世界和世界之外的所有奇异国度都充满了魔法,它是存在于万物之中的固有力量。魔法改造变化了自然世界,有时积极又突然,有时巧妙又持续达数个世纪。
奥术能量源难以理解更难掌握。法师(Wizard)们通过了经年的研究、练习和给大师做学徒理解并掌握了奥术能量源。
法师们使用的是奥术,他们知道其真相:对于了解其秘密的人而言,它是被本质上可塑的力量支持并赋能的体系的纤薄表象。通过研究和学习,法师们掌握了能让他们改变时间和空间、投掷能将大群敌人烧死的火球、和像战士舞剑一样操纵法术的秘传仪式。他们利用次级和高级的法术释放寒冷、火焰或闪电的狂潮,困惑并奴役心智薄弱者,甚至隐身或穿墙。
将法师和其他使用奥术者区别开来的就是法师的独特法具(implements)。大多数人都认识那三项与秘艺相关的最为普遍的工具:法珠(orb),法杖(staff)和法棒(wand)。
任何法师都能使用法具增加其法术的效果。就像战士们用魔法剑攻击敌人会得到优势一样,法师们当施法时使用法珠、法杖或法棒也会得到优势。另外,每种法具都能比法师更为有效地专攻于特定专业或传统的法术。因此,很少有法师不带上至少一件这些工具的。
法珠被钢铁印记(Iron Sigil)和毒蛇之眼(Serpent Eye)传统所喜爱。毒蛇之眼的秘法家使用法珠专攻附魔,欺骗和诱捕的力量。钢铁印记的巫师们则利用法珠在召来雷电或力场法术时调用有效的防御守护自己。
法杖最适合于隐遁之炎(Hidden Flame)和黄金飞龙(Golden Wyvern)的专业。隐遁之炎的仆从通过法杖操控火焰与光辉的可怕力量。黄金飞龙传授战法师使用法杖塑造并雕刻他们施展的法术的技巧。
法棒是偏好精准的伤害性攻击的法师们不变的最爱。翡翠之森(Emerald Frost)的导师们使用法棒帮助引导寒冷和致命的强酸的力量,而风暴行者(Stormwalker)的奥艺师则使用法棒引导闪电和力场的法术。
没有法具的法师就像是没有眼镜的轻度近视者一样:他可以视物,但是没有眼镜,他无法读出另一边的路标:同样,虽然法师传统与特定的法具有关,但是法师不需要持有特定法具才能使用该传统的力量。例如,属于隐遁之炎组织的法师即使他没有、丢失或没拿法杖也可以施展火系法术灰烬风暴(cinder storm)。但是如果他有法杖的话,则有助于他攻击的精准性,并且他对隐遁之炎技术的掌握能让他用该法术造成更多伤害。
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译自http://www.wizards.com/default.asp?x=dnd/drdd/20070917a
看来学派还是存在的,不过可能可以前不同。
另外,文章变得真快,昨天晚上看还有法卷(Tome)的……
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以下是有法卷没有学派的原始文章,现在已经被更替了:
Magic saturates the world and all the extraordinary realms beyond the world. Magic is an intrinsic force present in literally all things. Magic transforms and alters the natural world, sometimes actively and suddenly, other times subtly and over long centuries.
This arcane energy source is difficult to understand and even tougher to master. Those who do so through years of study, practice, and apprenticeship to accomplished masters are called wizards.
Wizards wield arcane magic. Wizards recognize reality for what it is: a thin veneer of structure supported and energized by a force that is ultimately changeable, to those who know its secrets. Thus wizards research esoteric rituals that allow them to alter time and space, hurl balls of fire that incinerate massed foes, and wield spells like warriors brandish swords. They call upon arcane strikes, power words, and spells to unleash raging torrents of cold, fire, or lighting, confuse and enthrall the weak-minded, or even turn invisible or walk through walls.
What sets wizards apart from others who attempt to wield arcane magic are wizards’ unique implements.
Most people recognize the four classic tools associated with wizardcraft: The Orb, Staff, Tome, or Wand.
Each implement focuses magic of a particular class slightly better than the wizard would be able to accomplish bare-handed. Thus wizards are rarely without wand and staff, orb and tome, or some other combination thereof.
A wizard’s orb grants better access to powers of terrain control and manipulation (such as clouds and walls), as well as retributive effects, detection and perception effects, and invisibility.
The staff is best suited to powers that forcefully project powers from the wizard, such as lines of lightning and cones of fire; however, a staff also has resonances with effects related to flight and telekinesis (pushing, pulling, or sliding creatures or objects).
A tome is tied to powers that reduce or neutralize an enemy’s capability in combat in some fashion, whether by slowing the foe, dazing, or through some other fashion. Tomes are also often important for spells of teleportation, summoning, shapechanging, and a few physical enhancement effects.
The wand is a perennial favorite, as it is an ideal conduit for powers that create effects well away from the wizard’s physical position, effects which include explosions of fire, bursts of cold, and other long-range effects that can affect several enemies at once. In addition, personal protections and countermagic effects may lie in wands.
Thus a wizard without an implement is like a slightly near-sighted man with glasses; the man can still see, but without his glasses, he can’t read the road sign across the way. In like wise, while wizard powers are associated with a particular implement, a wizard need not possess or hold a given implement to use its associated power. For instance, a wizard can cast the wand spell cinder storm even if he doesn’t own, has lost, or is not holding a magic wand. However, holding the associated implement grants a benefit to the wizard’s attack that is just like the benefit the warrior gains when attacking an enemy with a magic sword.
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法珠(orb),法杖(satff)和法棒(wand)。
这样的翻译才清楚嘛。
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你是想说我staff拼错了么……
XD,赶紧编辑掉……
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感觉改动挺大的,连好几版都没变过的学派也要改掉么?……
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你是想说我staff拼错了么……
XD,赶紧编辑掉……
寒,我也是才发觉。我只是觉得法*比较清楚。而且法棒也通俗易懂。 ^_^
不过从风格上来看,还真像九剑
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貌似这些物品可能会有加值的,比如+5法珠。
于是魔法法X的两个法可能读起来不是很顺口,不过管不了那么多了……
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附魔法器不是很好么?
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难道这不是WOD么?这就是WOD呀
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必定要法棒……
我怎么闻到了哈利波特的味道了呢
下次卸掉对方的法杖会就要流行起来……
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必定要法棒……
我怎么闻到了哈利波特的味道了呢
下次卸掉对方的法杖会就要流行起来……
非武器在3R里面不能被卸吧。
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只要拿在手上, 通通可以缷.
何況棒棒那點 HP & DR, 隨便一個戰士一劍就沒了, 缷只是又一個選擇而已...
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WAND...不是叫魔杖么@@?
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只要拿在手上, 通通可以缷.
何況棒棒那點 HP & DR, 隨便一個戰士一劍就沒了, 缷只是又一個選擇而已...
那手套呢?护腕呢?戒指呢? :em001
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那手套呢?护腕呢?戒指呢?
只要你觉得那些是“拿”在手上而不是“戴”在手上的话 :em001
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WAND...不是叫魔杖么@@?
我只是想在法师用具的前面全冠以“法”而已。
而且翻译本来就是用来推倒的。
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那手套呢?护腕呢?戒指呢?
只要你觉得那些是“拿”在手上而不是“戴”在手上的话 :em001
唔,例子不好,那法术书呢,火把呢?总有不是武器却必须拿的东西吧。 :em001
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我是代小龙爷爷问OD叔叔催稿的 :em020
PS:法珠大赞!如果能指挥法珠飞过去砸人就更华丽了呀!
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难道是这样么……
(http://samurai-zero.jp/special/chara/img/05.jpg)
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那手套呢?护腕呢?戒指呢?
只要你觉得那些是“拿”在手上而不是“戴”在手上的话 :em001
唔,例子不好,那法术书呢,火把呢?总有不是武器却必须拿的东西吧。 :em001
當然可以. 書又不像盾牌套在手臂上. 火把根本就是可以用全回合啓動火焰屬性的非專業武器. 官網就有過 PC 解掉 Boss 的魔杖的事. 沒記錯的話是用皮鞭還是甚麼長武器.
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跟敌人对阵的时候魔法书怎么可能拿在手上……
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其实最好的还是砍手啊……
(剁手爱好者……)
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指定部位打击会造成很严重的后果……想象PC遇到的每个怪都是先砍他们的手,他们能撑多久……
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大家来和我念:除你武器!
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念中文版的有用嘛....要念也是Expelliarmus吧 :em001
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修改了一下帖子。
因为在en world上看到
The wizardly orders. They're not really specializations in the sense of 3rd Edition specialist wizards; choosing one doesn't make the spells belonging to another unavailable to you. Basically they're a mechanism by which we answer the question, "How did your wizard learn magic? Was he trained in a magical academy, tutored by a single mentor, etc., etc." So each order provides a subset a spells your character is *best* at, but doesn't replace the notion of spell school from previous editions.
法师组织:它们不是3版专精法师意义上的专精学派;选择一个不会使另一个的法术无法使用。基本上它们是回答这个问题的机制,“你的法师是怎么学魔法的?是在魔法学院学习,还是被一个导师教导,等等”因此每个组织给予了一组你的人物最擅长的法术,但是没有取代以前版本法术学派的概念。