純美蘋果園

TRPG討論區 => 研討區 => 3版 討論區 => 主题作者是: 水瓶盖•迷惘记忆•八哥大王I世 于 2022-08-30, 周二 07:25:54

主题: 临时生命的叠加问题
作者: 水瓶盖•迷惘记忆•八哥大王I世2022-08-30, 周二 07:25:54

首先是原文
万法p55
 All creatures in the area with fewer than 0 hit points that fail their saving throws die, and you gain 1d8 temporary hit points and a +2 bonus to Strength for each death caused by this spell and until the spell's duration expires.
 Additionally, your effective caster level increases by one per death caused by this spell, to a maximun increase of half your original caster level, improv­ing spell effects that are dependent on caster level. (This increase in effective caster level does not grant you access to more spells, and it does not increase the duration of this spell.)
万律p22
STACKING
Bonuses of different types always stack. Bonuses that have identical types don’t stack, except for dodge bonuses and some circumstance bonuses. Untyped bonuses stack unless the bonuses come from the same effect.
万律p72
Temporary Hit Points
  Through magic or the use of special abilities, a creature can gain a number of hit points called temporary hit points.When a creature gains temporary hit points, note its current hit point total. If the temporary hit points go away through a means other than damage, the creature’s hit points drop to its current hit point total. If the creature has taken damage so that its hit points are equal to or lower than the noted current hit point total when the temporary hit points go away, all the
temporary hit points have already been lost. The creature’s hit point total doesn’t drop further.
  Temporary hit points gained from multiple applications of the same effect don’t stack. Instead, the highest number of temporary hit points gained from that effect apply.
  If temporary hit points are gained from multiple, different sources that stack, keep track of those sources and when they were gained separately. Any damage taken is first subtracted from the oldest effect that granted temporary hit points.When those are gone, subtract damage from the next oldest effect, and so on.
万律p137
Stacking Effects
Spells that provide bonuses or penalties on attack rolls,damage rolls, saving throws, and other attributes don’t stack with themselves. Two bonuses of the same type don’t stack even if they come from different spells or from effects other than spells.
Different Bonus Types:
The bonuses or penalties from two different spells stack if the modifiers are of different types. If separate spells apply bonuses that have the same type, only the better bonus applies. A bonus that has no type stacks with any other bonus.
Same Effect More than Once in Different Strengths:
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths,only the best one applies.
Same Effect with Differing Durations:
When the same effect is cast more than once on the same target, the durations of the effects don’t stack. Each effect’s duration elapses normally.
Same Effect with Differing Results:
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.
One Effect Makes Another Irrelevant:
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless.

然后个人逻辑,很多都是简化式,意思到了就好:
对衰亡之域的解释采用尽量机翻的方法实现:
如果生物死亡,则得到1d8临时生命,+2力量,+1CL(这个效应我们可以暂称为衰亡之域的子效应);检查子效应导致的CL,此CL不可超过原始的一半;
这是符合描述的方法且1d8临时生命,+2力量没有被额外的修饰过,适用万律相应条目。
+2力量没有加值类型描述,是Untyped bonuses;+2力量来源于子效应,是the same effect;所以+2力量属于Untyped bonuses stack unless the bonuses come from the same effect,不叠加;
1d8临时生命可做同理类推,区别点在于multiple applications。multiple applications在万律中没有具体解释;applications除此之外只在Cowering出现过,在此处的解释是应用于所有项目上。
把衰亡之域视为a application,可以叠加;
把子效应视为a application,复数子效应符合multiple applications,不可叠加;
修改方法:为子效应添加计数器;如果生物死亡,如无子效应则创造子效应,有则计数器+1,无矛盾且可叠加;
视高等衰亡之域是衰亡之域的子类,符合Same Effect More than Once in Different Strengths,不叠加;
视高等衰亡之域仅内容与衰亡之域相同,可以叠加;
视每个被实现的法术都是独立的,不符合don’t stack with themselves,所以其效应也不符合the same effect,可以重复施展衰亡之域互相叠加CL(至少万律没有CL叠加的解释)和无名力量加值(A bonus that has no type stacks with any other bonus.).jpg

最后,虽然我因为认为方法应该尽量机翻,所以倾向于统统没法叠。但其实我并不真在乎能不能叠,毕竟需要探索到这层面的没几个,当真碰到了只要DM一个字就能解决,没啥实用价值。万律甚至在一边各种effect的同时,都没解释过effect是什么。我只是无法理解为啥那多人会说这可以叠,无法理解能叠的逻辑而已。
主题: Re: 衰亡之域的叠加问题
作者: Tekkaman Last2022-08-30, 周二 10:32:11
如果一个能力主动使用,直接效果是给临命那么属于multiple applications,一个能力效果是从不同生物或者不同次的攻击或者对不同的效应的起效,然后获得加值,属于multiple。一个能力下属的多次命中(伤害,解除效应等等等)等获得的临命明确叠加的例子比比皆是,所谓子效应明显属于multiple。
如果这些加值不能叠,既然死一个和死一百个加值一样,那么for each death这个根本没意义。明显是可以叠的。
主题: Re: 衰亡之域的叠加问题
作者: Tekkaman Last2022-08-30, 周二 10:50:07
Form Consumption (Su): Each touch by a dream vestige’s
tendril drains a portion of the victim’s mind (though non-
intelligent or mindless creatures are immune to a dream
vestige’s lascivious caresses). Each touch deals 1d4 points
of Intelligence drain to the victim. When a dream vestige
drains a victim’s Intelligence, it gains 5 temporary hit points,
no matter how many points it drains. Temporary hit points
gained in this way last for up to 1 hour.

我找了个类似的例子,这里的临时生命来自Each touch。请问你觉得这个叠不叠?
主题: Re: 衰亡之域的叠加问题
作者: 书中仙2022-08-30, 周二 10:55:50
问题就是你这个机翻,它翻译的不对,意思没到啊。
for each death每个(生物的)死亡,是怎么翻译成“如果生物死亡”的?
而且为什么应该尽量机翻?机翻一向是错的离谱和质量低劣的代名词啊 :em032。
主题: Re: 衰亡之域的叠加问题
作者: Tekkaman Last2022-08-30, 周二 11:22:01
问题就是你这个机翻,它翻译的不对,意思没到啊。
for each death每个(生物的)死亡,是怎么翻译成“如果生物死亡”的?
而且为什么应该尽量机翻?机翻一向是错的离谱和质量低劣的代名词啊 :em032。
不机翻怎么给自己的论点找论据,直接一句for each death小学英语都能感觉出作者想写什么 :em021
PS:我用百度翻译试过了,结果如下,所以根本不是什么机翻,是故意夹带私货的翻译甩锅给机翻 :em014

该区域内所有生命值低于0且未通过豁免掷骰的生物都会死亡,并且每次因该法术造成的死亡,你将获得1d8的临时生命值和+2的力量加成,直到该法术的持续时间结束。

此外,此法术造成的每一次死亡,你的有效施法者等级会增加一个,最多增加原来施法者水平的一半,从而提高取决于施法者级别的法术效果。(有效施法者等级的增加不会让你获得更多的法术,也不会增加这个法术的持续时间。)
主题: Re: 衰亡之域的叠加问题
作者: 水瓶盖•迷惘记忆•八哥大王I世2022-08-30, 周二 11:23:21
问题就是你这个机翻,它翻译的不对,意思没到啊。for each death每个(生物的)死亡,是怎么翻译成“如果生物死亡”的?
因为我省掉了 All creatures in the area with fewer than 0 hit points that fail their saving throws die啊,衰亡之域本来就是检查生物状态或者说修改了范围内生物死亡的机制也行吧,总之就是送人走加BUFF。正因为each death所以当然是要写成if 生命状态=死亡 BUFFF语句 else NULL之类的啊,不然怎么重复触发啊?
主题: Re: 衰亡之域的叠加问题
作者: Tekkaman Last2022-08-30, 周二 11:27:02
问题就是你这个机翻,它翻译的不对,意思没到啊。for each death每个(生物的)死亡,是怎么翻译成“如果生物死亡”的?
因为我省掉了 All creatures in the area with fewer than 0 hit points that fail their saving throws die啊,衰亡之域本来就是检查生物状态或者说修改了范围内生物死亡的机制也行吧,总之就是送人走加BUFF。正因为each death所以当然是要写成if 生命状态=死亡 BUFFF语句 else NULL之类的啊,不然怎么重复触发啊?
All creatures in the area with fewer than 0 hit points that fail their saving throws die
只这一句,不需要后面的一样是重复触发。each death这个词从头到尾都和前半句没关系。
主题: Re: 衰亡之域的叠加问题
作者: 水瓶盖•迷惘记忆•八哥大王I世2022-08-30, 周二 11:33:17
问题就是你这个机翻,它翻译的不对,意思没到啊。for each death每个(生物的)死亡,是怎么翻译成“如果生物死亡”的?
因为我省掉了 All creatures in the area with fewer than 0 hit points that fail their saving throws die啊,衰亡之域本来就是检查生物状态或者说修改了范围内生物死亡的机制也行吧,总之就是送人走加BUFF。正因为each death所以当然是要写成if 生命状态=死亡 BUFFF语句 else NULL之类的啊,不然怎么重复触发啊?
All creatures in the area with fewer than 0 hit points that fail their saving throws die
只这一句,不需要后面的一样是重复触发。each death这个词从头到尾都和前半句没关系。
但这个死亡不是需要检查是否因该法术造成么?前半句修改了普通的死亡方式,然后后半句检查这种特殊的死亡。
主题: Re: 衰亡之域的叠加问题
作者: Tekkaman Last2022-08-30, 周二 11:35:52
真正的机翻
如果生物死亡,则得到1d8临时生命,+2力量,+1CL(这个效应我们可以暂称为衰亡之域的子效应);检查子效应导致的CL,此CL不可超过原始的一半;


虚假的机翻(百度翻译)
该区域内所有生命值低于0且未通过豁免掷骰的生物都会死亡;(原文是逗号,但是原文后面半句没有逗号,是一整句故此升级为分号)并且每次因该法术造成的死亡,你将获得1d8的临时生命值和+2的力量加成,直到该法术的持续时间结束。
此外,此法术造成的每一次死亡,你的有效施法者等级会增加一个,最多增加原来施法者水平的一半,从而提高取决于施法者级别的法术效果。(有效施法者等级的增加不会让你获得更多的法术,也不会增加这个法术的持续时间。)
主题: Re: 衰亡之域的叠加问题
作者: Tekkaman Last2022-08-30, 周二 11:38:15
问题就是你这个机翻,它翻译的不对,意思没到啊。for each death每个(生物的)死亡,是怎么翻译成“如果生物死亡”的?
因为我省掉了 All creatures in the area with fewer than 0 hit points that fail their saving throws die啊,衰亡之域本来就是检查生物状态或者说修改了范围内生物死亡的机制也行吧,总之就是送人走加BUFF。正因为each death所以当然是要写成if 生命状态=死亡 BUFFF语句 else NULL之类的啊,不然怎么重复触发啊?
All creatures in the area with fewer than 0 hit points that fail their saving throws die
只这一句,不需要后面的一样是重复触发。each death这个词从头到尾都和前半句没关系。
但这个死亡不是需要检查是否因该法术造成么?
那不需要EACH参考死亡丧钟用IF就可以了,你不会觉得IF和EACH是同义吧?
You draw forth the ebbing life force of a
creature and use it to fuel your own power.
Upon casting this spell, you touch a living
creature that has –1 or fewer hit points. If
the subject fails its saving throw, it dies,
and you gain 1d8 temporary hit points and
a +2 bonus to Strength.
主题: Re: 衰亡之域的叠加问题
作者: 水瓶盖•迷惘记忆•八哥大王I世2022-08-30, 周二 11:58:58
问题就是你这个机翻,它翻译的不对,意思没到啊。for each death每个(生物的)死亡,是怎么翻译成“如果生物死亡”的?
因为我省掉了 All creatures in the area with fewer than 0 hit points that fail their saving throws die啊,衰亡之域本来就是检查生物状态或者说修改了范围内生物死亡的机制也行吧,总之就是送人走加BUFF。正因为each death所以当然是要写成if 生命状态=死亡 BUFFF语句 else NULL之类的啊,不然怎么重复触发啊?
All creatures in the area with fewer than 0 hit points that fail their saving throws die
只这一句,不需要后面的一样是重复触发。each death这个词从头到尾都和前半句没关系。
但这个死亡不是需要检查是否因该法术造成么?
那不需要EACH参考死亡丧钟用IF就可以了,你不会觉得IF和EACH是同义吧?
You draw forth the ebbing life force of a
creature and use it to fuel your own power.
Upon casting this spell, you touch a living
creature that has –1 or fewer hit points. If
the subject fails its saving throw, it dies,
and you gain 1d8 temporary hit points and
a +2 bonus to Strength.
呃,我觉得我的理解真就是衰亡之域相当于一个自动化的死亡丧钟了。然后太古龙姥爷的意思是for each death还表达了给它装了个计数器的感觉?
主题: Re: 衰亡之域的叠加问题
作者: 书中仙2022-08-30, 周二 12:08:40
问题就是你这个机翻,它翻译的不对,意思没到啊。for each death每个(生物的)死亡,是怎么翻译成“如果生物死亡”的?
因为我省掉了 All creatures in the area with fewer than 0 hit points that fail their saving throws die啊,衰亡之域本来就是检查生物状态或者说修改了范围内生物死亡的机制也行吧,总之就是送人走加BUFF。正因为each death所以当然是要写成if 生命状态=死亡 BUFFF语句 else NULL之类的啊,不然怎么重复触发啊?
开头写的清清楚楚的All creatures,所有生物都要进行检定,需要什么触发?
如果原文是if death那你的观点没错,但人家原文是for each death,意思完全不同。
顺便,我去试了百度翻译,机翻也翻不成你这样啊 :em032。
主题: Re: 衰亡之域的叠加问题
作者: 书中仙2022-08-30, 周二 12:17:35
呃,我觉得我的理解真就是衰亡之域相当于一个自动化的死亡丧钟了。然后太古龙姥爷的意思是for each death还表达了给它装了个计数器的感觉?
你这个理解就很奇怪,衰亡之域哪里也没说它跟死亡丧钟有关系,更别说什么自动化了。
主题: Re: 衰亡之域的叠加问题
作者: 水瓶盖•迷惘记忆•八哥大王I世2022-08-30, 周二 12:38:33
、、
呃,我觉得我的理解真就是衰亡之域相当于一个自动化的死亡丧钟了。然后太古龙姥爷的意思是for each death还表达了给它装了个计数器的感觉?
你这个理解就很奇怪,衰亡之域哪里也没说它跟死亡丧钟有关系,更别说什么自动化了。
啊啊啊,我知道怎么回事了....是我脑袋有问题。衰亡之域的流程其实是施展法术,范围内0血生物过检定,根据死亡数给BUFF.我以为的是施展法术,创造一个灵光效果,范围内每次死亡给BUFF。
主题: Re: 衰亡之域的叠加问题
作者: Tekkaman Last2022-08-31, 周三 11:29:17
、、
呃,我觉得我的理解真就是衰亡之域相当于一个自动化的死亡丧钟了。然后太古龙姥爷的意思是for each death还表达了给它装了个计数器的感觉?
你这个理解就很奇怪,衰亡之域哪里也没说它跟死亡丧钟有关系,更别说什么自动化了。
啊啊啊,我知道怎么回事了....是我脑袋有问题。衰亡之域的流程其实是施展法术,范围内0血生物过检定,根据死亡数给BUFF.我以为的是施展法术,创造一个灵光效果,范围内每次死亡给BUFF。
实际上这两个表达没啥区别啊。只是你的理解出现了问题。BUFF的来源是each death而不是来自施展法术这个行为。
顺便死亡丧钟这玩意不能叠的原因不是因为它的法术描述不能叠,按照详述它是法术目标不同的多个法术分别给予的无名加值。而是因为作为一个有持续时间的法术,同名法术不能在一个生物身上多次同时起效,这个对于法术的特有规则,哪怕不同源的无名加值,只要是同名法术就不能叠。如果死亡丧钟在非灵能非法术的情况下,也是可以叠加的。(比如3版新翻译的那个CR60的龙就有群体刷死亡丧钟的SU光环)
主题: Re: 衰亡之域的叠加问题
作者: 水瓶盖•迷惘记忆•八哥大王I世2022-08-31, 周三 14:34:05
、、
呃,我觉得我的理解真就是衰亡之域相当于一个自动化的死亡丧钟了。然后太古龙姥爷的意思是for each death还表达了给它装了个计数器的感觉?
你这个理解就很奇怪,衰亡之域哪里也没说它跟死亡丧钟有关系,更别说什么自动化了。
啊啊啊,我知道怎么回事了....是我脑袋有问题。衰亡之域的流程其实是施展法术,范围内0血生物过检定,根据死亡数给BUFF.我以为的是施展法术,创造一个灵光效果,范围内每次死亡给BUFF。
实际上这两个表达没啥区别啊。只是你的理解出现了问题。BUFF的来源是each death而不是来自施展法术这个行为。
顺便死亡丧钟这玩意不能叠的原因不是因为它的法术描述不能叠,按照详述它是法术目标不同的多个法术分别给予的无名加值。而是因为作为一个有持续时间的法术,同名法术不能在一个生物身上多次同时起效,这个对于法术的特有规则,哪怕不同源的无名加值,只要是同名法术就不能叠。如果死亡丧钟在非灵能非法术的情况下,也是可以叠加的。(比如3版新翻译的那个CR60的龙就有群体刷死亡丧钟的SU光环)
太古龙姥爷的意思是对象或来源不同,就不是the same effect吗?
但有鉴于我是真没在万律里找到相关定义(一开始就提过),现在也没在3宝书找到,所以只能解释下个人定义了,比如我把效应的属性大致划分成类名,对象,内容和来源。然后具体判定差不多是这样的
A对B施展火球术,又对B施展火焰箭,对象和来源不变,类名和内容变了,这俩不是the same effect;
A对B施展火球术,又对B施展强效火球术,对象和来源不变,内容被部分修改了,类名不变,还是the same effect;
A对B施展火球术,又对B施展用伤害类型全部被转换成电的火球术,我不知道内容改这么多还该不该算the same effect,怎么判都感觉怪怪的,说是效应被替换了又感觉没事找事;
A对B施展火球术,C对B施展火球术,B对A施展火球术,对象和来源变化,但类名和内容不变,这几个还是the same effect;
然后引用前文并外推,如果运作方式是每个因衰亡之域而死的生物给了施法者一个BUFF类同于A对B施展火球术,C对B施展火球术,是the same effect,然后就没法叠了。
如果是这样的话,same就英文语义方面按百度字典,不出意外还挺有弹性的,只能请太古龙姥爷引文或者举列之类的来证明了。或者说这本来就是我最想问的问题,到底要有多一致才算the same啊.

以及我把衰亡之域看成一次性效应的时候,机制是符合条件的生物丢豁免,败了死亡。然后根据死亡数(for each death)算出BUFF值给施法者。
而一开始当成灵光的时候,我以为的机制是灵光会导致生物死亡,每个生物死了就给一次BUFF,一个个算的。所以除了如果临时生命被用掉,可以再弄死一个补回来外或者刷最大值外,就叠不动啊.

主题: Re: 衰亡之域的叠加问题
作者: Tekkaman Last2022-08-31, 周三 14:40:55
、、
呃,我觉得我的理解真就是衰亡之域相当于一个自动化的死亡丧钟了。然后太古龙姥爷的意思是for each death还表达了给它装了个计数器的感觉?
你这个理解就很奇怪,衰亡之域哪里也没说它跟死亡丧钟有关系,更别说什么自动化了。
啊啊啊,我知道怎么回事了....是我脑袋有问题。衰亡之域的流程其实是施展法术,范围内0血生物过检定,根据死亡数给BUFF.我以为的是施展法术,创造一个灵光效果,范围内每次死亡给BUFF。
实际上这两个表达没啥区别啊。只是你的理解出现了问题。BUFF的来源是each death而不是来自施展法术这个行为。
顺便死亡丧钟这玩意不能叠的原因不是因为它的法术描述不能叠,按照详述它是法术目标不同的多个法术分别给予的无名加值。而是因为作为一个有持续时间的法术,同名法术不能在一个生物身上多次同时起效,这个对于法术的特有规则,哪怕不同源的无名加值,只要是同名法术就不能叠。如果死亡丧钟在非灵能非法术的情况下,也是可以叠加的。(比如3版新翻译的那个CR60的龙就有群体刷死亡丧钟的SU光环)
太古龙姥爷的意思是对象或来源不同,就不是the same effect吗?
但有鉴于我是真没在万律里找到相关定义(一开始就提过),现在也没在3宝书找到,所以只能解释下个人定义了,比如我把效应的属性大致划分成类名,对象,内容和来源。然后具体判定差不多是这样的
A对B施展火球术,又对B施展火焰箭,对象和来源不变,类名和内容变了,这俩不是the same effect;
A对B施展火球术,又对B施展强效火球术,对象和来源不变,内容被部分修改了,类名不变,还是the same effect;
A对B施展火球术,又对B施展用伤害类型全部被转换成电的火球术,我不知道内容改这么多还该不该算the same effect,怎么判都感觉怪怪的,说是效应被替换了又感觉没事找事;
A对B施展火球术,C对B施展火球术,B对A施展火球术,对象和来源变化,但类名和内容不变,这几个还是the same effect;
然后引用前文并外推,如果运作方式是每个因衰亡之域而死的生物给了施法者一个BUFF类同于A对B施展火球术,C对B施展火球术,是the same effect,然后就没法叠了。
如果是这样的话,same就英文语义方面按百度字典,不出意外还挺有弹性的,只能请太古龙姥爷引文或者举列之类的来证明了。或者说这本来就是我最想问的问题,到底要有多一致才算the same啊.

以及我把衰亡之域看成一次性效应的时候,机制是符合条件的生物丢豁免,败了死亡。然后根据死亡数(for each death)算出BUFF值给施法者。
而一开始当成灵光的时候,我以为的机制是灵光会导致生物死亡,每个生物死了就给一次BUFF,一个个算的。所以除了如果临时生命被用掉,可以再弄死一个补回来外或者刷最大值外,就叠不动啊.



不用给自己加戏,如无必要勿增实体
来:
Form Consumption (Su): Each touch by a dream vestige’s
tendril drains a portion of the victim’s mind (though non-
intelligent or mindless creatures are immune to a dream
vestige’s lascivious caresses). Each touch deals 1d4 points
of Intelligence drain to the victim. When a dream vestige
drains a victim’s Intelligence, it gains 5 temporary hit points,
no matter how many points it drains. Temporary hit points
gained in this way last for up to 1 hour.

看着这段原文,用你的逻辑告诉我,这里的临命叠不叠?
主题: Re: 衰亡之域的叠加问题
作者: 水瓶盖•迷惘记忆•八哥大王I世2022-08-31, 周三 14:54:32

不用给自己加戏,如无必要勿增实体
来:
Form Consumption (Su): Each touch by a dream vestige’s
tendril drains a portion of the victim’s mind (though non-
intelligent or mindless creatures are immune to a dream
vestige’s lascivious caresses). Each touch deals 1d4 points
of Intelligence drain to the victim. When a dream vestige
drains a victim’s Intelligence, it gains 5 temporary hit points,
no matter how many points it drains. Temporary hit points
gained in this way last for up to 1 hour.

看着这段原文,用你的逻辑告诉我,这里的临命叠不叠?
不叠啊,每次接触按智力伤害给相应量的临命,重复取高,就这样。


我估计太古龙姥爷会告诉我这是叠的,所以提前写好。但力量加值呢?加值和临命的叠加判法按万律是不一样的,临命能叠不能用来证明加值能叠。
再者虽然我不接受,但把Form Consumption (Su)视为a application的话,临命是能叠的;或者特殊大于一般,也能叠;再或者万律使用了背刺;
主题: Re: 衰亡之域的叠加问题
作者: Tekkaman Last2022-09-01, 周四 10:53:03

不用给自己加戏,如无必要勿增实体
来:
Form Consumption (Su): Each touch by a dream vestige’s
tendril drains a portion of the victim’s mind (though non-
intelligent or mindless creatures are immune to a dream
vestige’s lascivious caresses). Each touch deals 1d4 points
of Intelligence drain to the victim. When a dream vestige
drains a victim’s Intelligence, it gains 5 temporary hit points,
no matter how many points it drains. Temporary hit points
gained in this way last for up to 1 hour.

看着这段原文,用你的逻辑告诉我,这里的临命叠不叠?
不叠啊,每次接触按智力伤害给相应量的临命,重复取高,就这样。


我估计太古龙姥爷会告诉我这是叠的,所以提前写好。但力量加值呢?加值和临命的叠加判法按万律是不一样的,临命能叠不能用来证明加值能叠。
再者虽然我不接受,但把Form Consumption (Su)视为a application的话,临命是能叠的;或者特殊大于一般,也能叠;再或者万律使用了背刺;
力量加值和临命的叠加判法按万律是不一样,那是因为作为加值,还涉及到加值类型的问题。
很简单的道理,临命不同来源就能叠,加值需要不同来源+除无名和闪避加值以外加值类型不同才能叠。
这个能力没有任何地方提到自己是一种特例,但是这个生物有个能力是当获得的临命和本身生命值一样高的时候可以分裂,这个生物HP超过100,如果按你的逻辑,那么它永远不可能使用这个分裂能力。
而这样格式的通过多次获得临命后,获得临命超量爆炸,临命达标长HD,临命足量分裂繁殖的怪物还有好几种。也就是在官方的定义里,毫无疑问的这种形式的格式拿的临命毫无疑问是可以叠加的,也就是这种形式是非同源!
同时,因为一个物品的效果在不同次的攻击时获得临命,有一个物品是专门提到,通过这个物品的能力获得的临命不能叠。
这又一次证明在非特例情况下,这样的临命是可叠的。
因为只有不同于一般情况下的特例才需要专门提出。比如绝大部分职业都不需要说自己冲锋不能全回合,只有可以冲锋全回合的职业才会专门说明。
所以我们可以得出,官方的逻辑里,这样情况属于非同源。而这里的力量加值是无名,无名+非同源,为啥不叠?
你在反对我之前,请起码过一下脑子好不好?预设前提,不接受官方的逻辑,两眼一闭为了反对而反对,这就是你的讨论态度?
主题: Re: 衰亡之域的叠加问题
作者: 水瓶盖•迷惘记忆•八哥大王I世2022-09-01, 周四 16:50:16
如果一个能力主动使用,直接效果是给临命那么属于multiple applications,一个能力效果是从不同生物或者不同次的攻击或者对不同的效应的起效,然后获得加值,属于multiple。一个能力下属的多次命中(伤害,解除效应等等等)等获得的临命明确叠加的例子比比皆是,所谓子效应明显属于multiple。
如果这些加值不能叠,既然死一个和死一百个加值一样,那么for each death这个根本没意义。明显是可以叠的。
那我们就绕回太古龙姥爷一开给的这段来了
FAQ date updated 3/14/08 p110
Do temporary hit points from two applications of the same effect stack? What about from different effects? If I have temporary hit points from multiple sources, how should I apply damage?
   Temporary hit points from two applications of the same effect don’t stack; instead, the highest number of temporary hit points applies in place of all others. Temporary hit points from different sources stack, but you must keep track of them separately.
    For example, imagine a character who gained 15 temporary hit points from an aid spell. After taking 8 points of damage,she has 7 temporary hit points left from the spell. If another aid spell were cast on the same character granting 12 temporary hit points, this total would replace the other spell’s total, meaning the character would now have 12 temporary hit points (rather than 19). If the character then cast false life on herself, she would add the full benefit of that spell to the temporary hit points from the aid spell.
  This also applies to temporary hit points gained from energy drain and similar special abilities. Each successful attack counts as one application of the effect (meaning that an attack that bestows 2 or more negative levels still counts as only one application of the effect). For example, a wight gains 5 temporary hit points each time it bestows a negative level with its slam attack. If it bestows another negative level while it has 2 temporary hit points remaining from the first attack, the new temporary hit points would replace the old ones.
  Temporary hit points are “first-in, first-out.” Damage should be taken off the oldest temporary-hit-point-granting effect first; when that effect is exhausted, apply damage to the next oldest effect. For this reason, you must track each supply of temporary hit points separately

 按这段Each successful attack counts as one application of the effect (meaning that an attack that bestows 2 or more negative levels still counts as only one application of the effect).
 临命可叠是因为one application]of the effect,虽然明显跟我想法不大一样,但如果我们采用这条 一个能力下属的多次命中(伤害,解除效应等等等)等获得的临命明确叠加的例子比比皆是,所谓子效应明显属于multiple。就是错的。我们就没法通过临命可叠来证明不同源,也就无法证加值叠加了;

以及6/27/03 p33
How is the body feeder weapon quality supposed to work?Do the temporary hit points from the weapon stack? The same question applies tomind feederweapons and to spelleffects, such as vampiric touch.Temporary hit points from abody feeder weapon stack with each other, but not with temporary hit points from any other source. Likewise, temporary psionic points from amind feeder weapon stack, but not with temporary psionic points from anyother source.In general, any effect that allows you to gain temporary hit points over time allows you to stack those points, but only those points. For example, if you use the vampiric touch spell,the temporary hit points you gain from that particular casting ofthe spell stack. They don’t stack with the temporary hit points you get from an aid spell, nor would the effects of two vampiric touch or aid spells stack. If you were to use two body feeder weapons (or two mind feeder weapons), you could not stack the temporary points from the two weapons

In general, any effect that allows you to gain temporary hit points over time allows you to stack those points, but only those points. For example, if you use the vampiric touch spell,the temporary hit points you gain from that particular casting ofthe spell stack. 这段可以认为跟前面那个同理
但后面的They don’t stack with the temporary hit points you get from an aid spell, nor would the effects of two vampiric touch or aid spells stack. If you were to use two body feeder weapons (or two mind feeder weapons), you could not stack the temporary points from the two weapons。
如果这段跟万律不冲突,就意味这from multiple applications of the same effect don’t stack起效,那起效方式是吸血鬼之触和援助术是multiple applications而临命都是the same effect吗?那还有必要加the same effect吗?

主题: Re: 衰亡之域的叠加问题
作者: 水瓶盖•迷惘记忆•八哥大王I世2022-09-02, 周五 19:36:55
呃,太古龙姥爷怎么不骂我把3版和3.5版的FAQ,还明显有矛盾的给混一块了.....

我不清楚太古龙姥爷没有愤怒的纠正我犯的一堆错误到底。只能总结下在翻了老外论坛后,老外对这方面的意见。可惜果园我搜索翻了几页就没找到过相关讨论的帖子。
老外大致可以分成两派,一派认为根据FAQ还有万律没法叠;另一派则认为这只能说明官方不靠谱,明显违背了此类能力的设计意图;尤其当把3版和3.5版的FAQ放一块之后,所有人都一致同意卫生纸虽然十分热爱使用效应一词,但他们也基本从不解释效应的具体定义。而对于太古龙姥爷主张严重的损害在于,虽然这么讲过,但至少就其逻辑逆推来说包含官方在内至少他们都觉得比如吸血鬼(老外是真的谜之喜欢吸血鬼,连PF都在举吸血鬼,结果被官方账号回应不叠,吃了一村也只能加5临命)使用能量吸取的时候,不管吸谁或者叠不叠,效应肯定算是the same effect。而来源(source)和效应(effect)并不是一个意思。
有关分裂,老外是想过通过追踪栈,可以在不违背FAQ的前提下凑够生命。当然官方没有解释过是否如此,而设计师意图也明显是可叠的。
于是乎至少太古龙姥爷宣称的我不接受官方逻辑,实在是个有点过分的指控。毕竟卫生纸表现的近乎精分,处于又想叠,又不希望可以轻松整个破百临命出来的态度。估计他们当年是没有类似万智设计流程里专门负责律规则的人吧。
最后,虽然我知道把counts as当SQL里的count语句是个明显的错误,但既然幽灵只有一次攻击,这导致它的全回合攻击等价于攻击,所以....我们真的不能考虑一些有毛病的解释吗?
主题: Re: 临时生命的叠加问题
作者: Tekkaman Last2022-09-05, 周一 08:56:38
如果一个能力主动使用,直接效果是给临命那么属于multiple applications,一个能力效果是从不同生物或者不同次的攻击或者对不同的效应的起效,然后获得加值,属于multiple。一个能力下属的多次命中(伤害,解除效应等等等)等获得的临命明确叠加的例子比比皆是,所谓子效应明显属于multiple。
如果这些加值不能叠,既然死一个和死一百个加值一样,那么for each death这个根本没意义。明显是可以叠的。
那我们就绕回太古龙姥爷一开给的这段来了
FAQ date updated 3/14/08 p110
Do temporary hit points from two applications of the same effect stack? What about from different effects? If I have temporary hit points from multiple sources, how should I apply damage?
   Temporary hit points from two applications of the same effect don’t stack; instead, the highest number of temporary hit points applies in place of all others. Temporary hit points from different sources stack, but you must keep track of them separately.
    For example, imagine a character who gained 15 temporary hit points from an aid spell. After taking 8 points of damage,she has 7 temporary hit points left from the spell. If another aid spell were cast on the same character granting 12 temporary hit points, this total would replace the other spell’s total, meaning the character would now have 12 temporary hit points (rather than 19). If the character then cast false life on herself, she would add the full benefit of that spell to the temporary hit points from the aid spell.
  This also applies to temporary hit points gained from energy drain and similar special abilities. Each successful attack counts as one application of the effect (meaning that an attack that bestows 2 or more negative levels still counts as only one application of the effect). For example, a wight gains 5 temporary hit points each time it bestows a negative level with its slam attack. If it bestows another negative level while it has 2 temporary hit points remaining from the first attack, the new temporary hit points would replace the old ones.
  Temporary hit points are “first-in, first-out.” Damage should be taken off the oldest temporary-hit-point-granting effect first; when that effect is exhausted, apply damage to the next oldest effect. For this reason, you must track each supply of temporary hit points separately

 按这段Each successful attack counts as one application of the effect (meaning that an attack that bestows 2 or more negative levels still counts as only one application of the effect).
 临命可叠是因为one application]of the effect,虽然明显跟我想法不大一样,但如果我们采用这条 一个能力下属的多次命中(伤害,解除效应等等等)等获得的临命明确叠加的例子比比皆是,所谓子效应明显属于multiple。就是错的。我们就没法通过临命可叠来证明不同源,也就无法证加值叠加了;

以及6/27/03 p33
How is the body feeder weapon quality supposed to work?Do the temporary hit points from the weapon stack? The same question applies tomind feederweapons and to spelleffects, such as vampiric touch.Temporary hit points from abody feeder weapon stack with each other, but not with temporary hit points from any other source. Likewise, temporary psionic points from amind feeder weapon stack, but not with temporary psionic points from anyother source.In general, any effect that allows you to gain temporary hit points over time allows you to stack those points, but only those points. For example, if you use the vampiric touch spell,the temporary hit points you gain from that particular casting ofthe spell stack. They don’t stack with the temporary hit points you get from an aid spell, nor would the effects of two vampiric touch or aid spells stack. If you were to use two body feeder weapons (or two mind feeder weapons), you could not stack the temporary points from the two weapons

In general, any effect that allows you to gain temporary hit points over time allows you to stack those points, but only those points. For example, if you use the vampiric touch spell,the temporary hit points you gain from that particular casting ofthe spell stack. 这段可以认为跟前面那个同理
但后面的They don’t stack with the temporary hit points you get from an aid spell, nor would the effects of two vampiric touch or aid spells stack. If you were to use two body feeder weapons (or two mind feeder weapons), you could not stack the temporary points from the two weapons。
如果这段跟万律不冲突,就意味这from multiple applications of the same effect don’t stack起效,那起效方式是吸血鬼之触和援助术是multiple applications而临命都是the same effect吗?那还有必要加the same effect吗?


吸血鬼之触和援助术这种不需要考虑,因为就算它不是同来源也不会叠,因为这两个是法术。同名法术重复不起效这是法术的规则。所以哪怕正常表达因该叠的玩意你是靠多次施展的法术也不会叠。除非特例。这点在法术里是很明显的。而噬命武器是本身描述不叠。

Temporary hit points are “first-in, first-out.” Damage should be taken off the oldest temporary-hit-point-granting effect first; when that effect is exhausted, apply damage to the next oldest effect. For this reason, you must track each supply of temporary hit points separately
但是从这一段来看,多个临命处于一种变相叠加的状态,也就是你在一次攻击中确实只能收益于一次临命。但是如果一刀把一个临命打爆了,下一次伤害就会从另一个较旧的临命里扣的诡异状态
至于同一个能力造成多次不同攻击获得的加值不同源在规则书里有正面描述
While you are in this stance,
you whip yourself into a terrible
rage. When you score a critical
hit against an opponent, you
enter a near frenzied state from
the sight and smell of blood.
You gain a +1 bonus on attack
rolls and damage rolls. Because
this is an untyped bonus, it
stacks with each successful
critical hit you score.
 If you go more than 1
minute without achieving a
critical hit, you no longer gain
the benefi t of the stance.

Because this is an untyped bonus, it stacks with each successful critical hit you score.
这句话是非常明确的就是这么写的,而什么情况下untyped bonus也就是无名加值可以叠呢?那只能是不同源的情况下。
所以只要这个能力的描述不被推翻,不同次攻击获得加值就是不同源的。而且这段描述也不是对这个能力的特例,因为它不是说这个能力可以叠加,而是Because this is an untyped bonus。也就是这段话不是对这个能力的特例而是对untyped bonus的描述。顺便找FAQ不是随便找一个就算的。你还得看不同FAQ和规则的出版时间和现在的承认情况。比如贤者问答和CC的FAQ现在已经被官方踢掉了。不能再作为依据,又比如艾伯伦机关人的特殊护甲能力在自然变形后到底会不会保留在前后几年的不同书和FAQ里被反复推翻。最终状态是可以保留。所以这些都需要考虑到,所以你先去找可以把TOB里这个能力的描述推翻的FAQ吧
主题: Re: 临时生命的叠加问题
作者: Tekkaman Last2022-09-05, 周一 15:21:10
再看MM5的这个怪
Overdrive Healing (Su): This ability works like fast healing 5, but the thrall can gain hit points beyond its full normal hit points as temporary hit points. The Thoon thrall’s skin begins to blister and swell when this happens, and the thrall grows visibly larger. Once its temporary hit points equal or exceed its full normal hit points, the Thoon thrall must make a save every round or explode (see below).
这段话,无论用歪理去解读,都只能解读为临时生命可以叠加。
如果临时生命的堆叠是特例,正常规则不允许叠,那么这里应该会有这个能力作为特例可以叠加的描述。而反而是噬命武器反而会有专门的描述说不能叠。
只能说不同的官方作者对于规则的理解是不一样的。但是从各本规则书里的作者来看,倾向于可以叠的比较多。
主题: Re: 临时生命的叠加问题
作者: 水瓶盖•迷惘记忆•八哥大王I世2022-09-06, 周二 08:14:12
吸血鬼之触和援助术这种不需要考虑,因为就算它不是同来源也不会叠,因为这两个是法术。同名法术重复不起效这是法术的规则。所以哪怕正常表达因该叠的玩意你是靠多次施展的法术也不会叠。除非特例。这点在法术里是很明显的。而噬命武器是本身描述不叠。

Temporary hit points are “first-in, first-out.” Damage should be taken off the oldest temporary-hit-point-granting effect first; when that effect is exhausted, apply damage to the next oldest effect. For this reason, you must track each supply of temporary hit points separately
但是从这一段来看,多个临命处于一种变相叠加的状态,也就是你在一次攻击中确实只能收益于一次临命。但是如果一刀把一个临命打爆了,下一次伤害就会从另一个较旧的临命里扣的诡异状态
至于同一个能力造成多次不同攻击获得的加值不同源在规则书里有正面描述
While you are in this stance,
you whip yourself into a terrible
rage. When you score a critical
hit against an opponent, you
enter a near frenzied state from
the sight and smell of blood.
You gain a +1 bonus on attack
rolls and damage rolls. Because
this is an untyped bonus, it
stacks with each successful
critical hit you score.
 If you go more than 1
minute without achieving a
critical hit, you no longer gain
the benefi t of the stance.

Because this is an untyped bonus, it stacks with each successful critical hit you score.
这句话是非常明确的就是这么写的,而什么情况下untyped bonus也就是无名加值可以叠呢?那只能是不同源的情况下。
所以只要这个能力的描述不被推翻,不同次攻击获得加值就是不同源的。而且这段描述也不是对这个能力的特例,因为它不是说这个能力可以叠加,而是Because this is an untyped bonus。也就是这段话不是对这个能力的特例而是对untyped bonus的描述。顺便找FAQ不是随便找一个就算的。你还得看不同FAQ和规则的出版时间和现在的承认情况。比如贤者问答和CC的FAQ现在已经被官方踢掉了。不能再作为依据,又比如艾伯伦机关人的特殊护甲能力在自然变形后到底会不会保留在前后几年的不同书和FAQ里被反复推翻。最终状态是可以保留。所以这些都需要考虑到,所以你先去找可以把TOB里这个能力的描述推翻的FAQ吧


https://media.wizards.com/2014/downloads/dnd/3ECollectedErrata.ZIP  从这个地址和时间来说,我觉得这份里的应该就是最后了。如果太古龙姥爷能提供更新的地址就太好了,那样也许可以直接结束问题。
然后临命相关问题,首先太古龙姥爷描述的状态老外一般叫重叠(overlap),它更常出场的地方是比如你穿了防御护腕和盔甲,或者戴着+2力量腰带又有牛力的时候。实际来说去掉单纯希望不死生物等等大杀特杀的人,老外反对不叠的主要理由就是太古龙姥爷举的这个情况,这会大量增加记录成本,但影响又很微妙。如果考虑到最高适用这点似乎总是起效,以及火焰护盾之类有反伤效果的玩意...只能说就算同意不叠,应该也没人真的会在跑团的时候像电脑执行程序一样认真执行这条吧。
考虑到FAQ跟万律连用词都高度相似,用老外的话说就是虽然不想认,但只能认为这是答题者对万律的解释。而这只能导出万律虽然是官方钦定比其他的更优先也不妨碍它里面的内容属于作者是不是连脑内模拟都不做级的有病.我还会在下面重复证明这点。

至于加值,这个问题只能说调查结果相当糟糕。首先按万律加值不叠的条件是同效应,但就跟我一开始提过的一样官方完全没有对同效应的解释,而且在判断叠加的时候更多用来源(source)这个词描述,我们从临时生命的两个FAQ就很容易看出来这点。引用老外的一个比喻就是如果说加值或者别的什么是人喝到的水,那么水龙头,水源,乃至流的是可乐或者白开水都可以使用the same effect这个形容,但官方对the same effect的理解已经超越悲剧跨入滑稽戏的级别了。
实际上我可以用这本FAQ自己的内容来证明,官方有多擅长互相背刺。
Is a warforged character affected by exposure toextreme weather?
In general, warforged suffer the same effects from extreme weather as any other character. For example, they’re just asprone to suffering nonlethal damage from heat or cold as anyone else.

When a cleric has a temporary bonus to his Charisma score, does it affect his turning check or turning damage?Does it change the number of times he can turn or rebukeper day?
Unless otherwise stated, a temporary bonus to an ability score has the same effect as a permanent one.

The final sentence in the item description refers to theglove itself. If the glove’s magicis dispelled or suppressed, anyitem stored in the glove pops out. In your example, ifdispelmagicis used against the glove, the sword stored in the glovepops out if the spell succeeds. Because the glove is a permanentmagic item, the dispel effect is only temporary (see thedispelmagicspell description), and you can place the item back in theglove when it recovers from the effect. The same effect wouldoccur if you take the glove into anantimagic field.

虽然对于每个单独的问题,他们使用的同效应一词的定义域是显然明确的,但如果把这些跟包括临命那个连一块看....如果这些the same effect等价,那么援助术和吸血鬼之触都能说是不叠的.jpg
有关TOB的内容
Q: Does the AC bonus of the swordsage (from Tome of Battle) stack with the AC bonus of the monk, even though they are both based on Wisdom modifier?
A: No. The swordsage’s AC bonus, allowing the swordsage to apply her Wisdom bonus to her armor class, mimics the ability of the monk’s AC bonus. Since these abilities share the same name and have the same effect, they will not stack.
引用
问:贤者之剑的AC奖励是否与武僧的AC奖励叠加,即使它们同样是基于感知加值?
答:不行。贤者之剑能够将感知加值应用于防御等级上,该能力模仿了武僧AC奖励。因为这两个能力分享了同样的名称与效果,所以它们不能叠加。
神猪翻的TOB的FAQ整合,我是不知道该从那头开始吐槽好。老外在有人掏出这条的感想是不如我们一块骂卫生纸算了。
总之就结论而言,某本号称有最高优先级的万律虽然写了Untyped bonuses stack unless the bonuses come from the same effect. 但什么是the same effect跟这本书没有半点关系,实属自由美利坚了。其实在贴吧被吞的帖子里我写过,万律的真实意图很可能是在告诉我们一切从心.jpg