1 完全放弃AC就=摆烂? 恰恰相反是因为你的这个设计其实是鼓励玩家去谷高攻击放弃防御的,因为本来伤害的收益就远大于防御,同样的资源投资给伤害的收益在你的设计下会比防御放的更大,既然能打死还要防御干什么呢?
2 1长2短8战的8战指的是8次等CR的遭遇,而且是玩家能较为轻松完成的,事实上大部分官模的压力是超过这个数值的,这些次数是划进了那些小兵海中的,这个设计是保障了短休职业(邪术师)和平砍人(贼)的发挥的,另外在5E的基本盘 以面团为主的北美环境中,一天6-8战是个很正常的流程。
毕竟原版武僧也不会冲到第一线抗伤害。
说真的我从没看过在5E版如此严重的乳僧发言 ,哪怕把武僧视为5E第一弱职业、累赘、传奇动作发动机,也没这句话损啊 
我觉得伤害收益更大只存在投资足够超过暴击阙值后才能比原版的边际收益大。但这样首先要花大量资源投资在上面。如果你见到的玩家都让你做出玩家会一股脑投资输出,完全放弃ac,那我觉得你的玩家是比较能接受ac低被打死的风险的,而不是玩家都会往玻璃大炮上面build。至少我的pl会投资一些到ac中以确保容错率。
然后我问了一下认识的人,北美我是没听到任何一个人说一天六到八战是很正常的,一般三战就差不多了。6~8我觉得是群体问题,你的北美跑团群体更能接受冒险一天打数场战斗依然能得到乐趣。
tetrasodium
Legend
Supporter
Mar 22, 2022
#1,610
overgeeked said:
Right. Which is the problem. Character resources are based on the designers' assumption that the PCs should be getting through 6-8 medium-to-hard encounters per adventuring day (aka between long rests). The assumption the designers made, and have explicitly stated is: long rest, two encounters, short rest, two encounters, short rest, two encounters, long rest. And they designed the game based on that assumption. Which is not actually reflected in they way most people play the game. As a result, anything less than the assumed 6-8 encounters per adventuring day throws off the balance designed into the game and the party has too many resources, therefore the encounters you do have are easier to blow through.
Not only that.
dmg84 says this: "Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer.".
Just after that it says this: "in general, over the course of a full adventuring day, the party will likely need to take two short rests, about one-third and two-thirds of the way through the day."
The adventuring day is 6-8 medium to hard encounters. Sure someone could broaden the scope of what constitutes an "encounter", but the context of entire section is about awarding experience for an adventuring day & that does not come from what tends to get thrown into that widened scope filler to allow a box of 6-8 to be checked. Mental gymnastics might allow noncombat encounters to award experience, but that section with the 6-8 about awarding experience also includes a number of examples that modify the encounter to raise the encounter difficulty
The whole party is surprised, and the enemy isn't.
The enemy has cover, and the party doesn't.
The characters are unable to see the enemy.
The characters are taking damage every round from some environmental effect or magical source, and the enemy isn't.
The characters are hanging from a rope, in the midst of scaling a sheer wall or cliff, stuck to the floor, or otherwise in a situation that greatly hinders their mobility or makes them sitting ducks.
every single one of those is very obviously about combat encounters rather than locked doors puzzles & the like
Last edited: Mar 22, 2022
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Stefano Rinaldelli
Stefano Rinaldelli
Adventurer
Mar 22, 2022
#1,611
Fifth Element said:
You don't have to. You already made that point, so we get it. You don't have to keep making it.
I want to be sure to say this in a way that doesn't offend you. Really. Oh Lord, please don't let me be misunderstood, especially from Fifth Element.
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Helldritch
Helldritch
Hero
Mar 22, 2022
#1,612
As a rule of thumb. Each deadly encounter counts as two and each hard encounter counts as 1.5. This will reduce the number of encounters accordingly. An easy encounter count as a half encounter. At least, this is what I do and it works out quite fine.
I also adjust a bit if I am too lucky or if the players get unlucky. Rolling two 20s when in disadvantage can turn the tide of a battle.
贴一点论坛的讨论,我不清楚你说的“北美朋友”是哪来的,但大概你也没理解我的意思,在英文论坛上的最近的一些讨论和我的意思大致相符,这个游戏的设计是按照一次冒险日两次短休进行6-8次中等难度的遭遇来保证职业体验和平衡的,当中等难度的遭遇提升为极为困难或致命时(比如大量的小兵海)实际上的次数可能没有6-8次,但花费的时间和资源是大致相当的(事实上中等遭遇基本都是2轮内会被玩家轻松解决,速度非常快),即便如此你的冒险日的战斗遭遇仍然不饱和时,残酷现实提供了一个解决方式,那就是拉长冒险日的周期