3.决定属性值Determine Ability Scores 你的角色在游戏中能做的事情大都取决于其六项属性:力量Strength,敏捷Dexterity,体质Constitution,智力Intelligence,感知Wisdom和魅力Charisma。每项属性对应一个数值,即你记录在你的角色卡上的数值。六项属性值在游戏中的方法将在第7章中说明。“属性值摘要表”则提供了一个方便概述...
第三步:确定属性值Determine Ability Scores要确定你角色的属性值,你需要先按照下列指导生成一组6个数字,然后将这些数字分配给你的六属性。第一章解释了每个属性的意义。- 生成你的数值Generate Your Scores - 以下列三种方法之一确定你的属性值。你的DM也许会偏好其中特定的某一个。
There are three ways to determine your ability scores – be sure to talk to your DM about which method they prefer you to use. Rolling ability scores The most common way to figure out your ability scores is to roll for them. Roll four d6 and ignore the die with the lowest result. Th...
种族加值: 丘陵矮⼈(+1) ⼈类(+1) 3.决定属性值Determine Ability Scores ⽊精灵(+1) 你的角色在游戏中能做的事情大都取决于其六项属性: 魅力Charisma 力量 Strength ,敏捷 Dexterity ,体质 Constitution ,智力 衡量:⾃信,⼝才和领导⼒。 Intelligence ,感知Wisdom 和魅力 Charisma 。每项属性对 ...
The six DnD stats are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These ‘ability scores’, represent a character’s innate mental and physical capabilities, though they don’t take into account their specific training. ...
Determine modifiers 。DM 决定目标是否有掩 护,以及你是否对目标具有优势或者劣势。此外,法术、 特 躲藏 Hide 殊能力,以及其他效应都可能对你的攻击检定有适用的加值 或减值。 执行躲藏动作时,你进行一次敏捷(隐匿)检定以尝试躲 攻击结算 3. Resolve the attack 。你掷出攻击检定。攻击命中 藏。检定成功,则你...
Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill. (Seechapter 1for details on each ability and how to determine an ability’s modifier...
A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the ch...
Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards. Ability Score Increase.When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three...
let’s calculate when the sum of ability scores is highest simulate 1e5 sets of 6 stats, take the sum sr <- replicate(1e5, sum(replicate(6, stat_roll())) %>% as_tibble() make_hist(sr$value) + geom_vline(aes(xintercept = sum, colour = name), data = comparison, size = 2, ...