豁免检定与幻术(不相信):遇见幻术的生物,除非仔细检视或与之发生某种形式的互动,否则不会得到豁免检定的机会来识破幻象。对幻术的豁免检定成功一次就能识破幻术,但是虚假幻觉和魅影幻觉会保留半透明的外形。若豁免检定失败,表示人物没有发现真相。若发现可以完全证明幻觉是不真实的情况,则不需进行豁免检定。如果有人成功的识破了幻术并将此事告诉其他人,则这些人的豁免检定获得+4加值。
Saving Throws and Illusions (Disbelief): Creatures encountering
an illusion usually do not receive saving throws to recognize
it as illusory until they study it carefully or interact with it in some
fashion. For example, if a party encounters a section of illusory floor,
the character in the lead would receive a saving throw if she stopped
and studied the floor or if she probed the floor.
A successful saving throw against an illusion reveals it to be false,
but a figment or phantasm remains as a translucent outline. For
examples, a character making a successful saving throw against a
figment of an illusory section of floor knows the “floor” isn’t safe to
walk on and can see what lies below (light permitting), but he or she
can still note where the figment lies.
A failed saving throw indicates that a character fails to notice
something is amiss. A character faced with proof that an illusion
isn’t real needs no saving throw. A character who falls through a
section of illusory floor into a pit knows something is amiss, as does
one who spends a few rounds poking at the same illusion. If any
viewer successfully disbelieves an illusion and communicates this
fact to others, each such viewer gains a saving throw with a +4
bonus.
我觉得这段解释算很清楚了,交互所带来的不是“额外”豁免,而是必须交互才有豁免
举例来说,如果我用弱效幻影制造一道石壁,将一段通道“封闭”起来,然后自己躲石壁后面进行操作
冒险者走到这里,如果单纯只是看,那么DM可以不给他豁免的机会,甚至不用提示他需要豁免或技能检定
如果冒险者主动用侦查SPOT,而且投出一个较高的值,DM可以现场捏造一个感到不自然的情况,比如石头的纹路出现断层之类,让对方怀疑,到这一步就看DM用意,可以给豁免机会也可以不给。
如果冒险者说“我拿10尺棍子捅下墙壁”或者“我捡起一块石头丢向墙壁”,那么由于弱效幻影可以发出声音但是无法模拟温度感觉,冒险者应当会感觉到不自然的情况,这里除非有其他安排,否则一般都可以给豁免机会
如果冒险者宣告直接搜索墙壁search,那么毫无疑问,这应该属于“不需豁免就能确认是幻觉”的情况。