Ris 
adventurer

注册日期: Apr 2002
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发贴数量: 250 |
那么,下面进入正题
以下是两段PHB中对擒抱时可以做的动作的描述:
引用:
If You’re Grappling
When you are grappling (regardless of who started the grapple), you can make an opposed grapple check as an attack. If you win, you can do the following:
Damage Your Opponent: You deal damage as with an unarmed strike (1d3 points for Medium-size attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal normal damage, you suffer a -4 penalty on your grapple check.
Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is normal. However, they can choose to deal their damage as subdual damage when grappling without paying the usual -4 penalty for changing normal damage to subdual damage (see Dealing Subdual Damage, page 135).
Pin: You hold your opponent immobile for 1 round. (If you get multiple attacks, you can use subsequent attacks to damage your opponent. You can’t use a weapon on a pinned character or attempt to damage or pin a second opponent while holding a pin on the first.) While you’re pinned, opponents other than the one pinning you get a +4 bonus on attack rolls against you (but you’re not helpless).
Break Another’s Pin: You can break the hold that an opponent has over an ally.
Escape: You can escape the grapple. You can take whatever movement you get. If more than one opponent is grappling you, your grapple check result has to beat all their check results to escape. (Opponents don’t have to try to hold you if they don’t want to.)
引用:
Other Grappling Options
In addition to making opposed grapple checks, you have a few other options while grappling.
Weapons: You can attack with a light weapon while grappling (but not while pinned or pinning). You can’t attack with two weapons while grappling.
Spells: You can attempt to cast a spell while grappling or even while pinned, provided its casting time is no more than 1 action, it has no somatic (S) components, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action, such as drawing a circle with powdered silver for protection from evil, is impossible to cast while grappling or being pinned. If the spell is one that you can cast while grappling, you still have to make a Concentration check (DC 20 + spell level) or lose the spell.
Wriggle Free: You can make an Escape Artist check (opposed by your opponent’s grapple check) to get out of a grapple or out of being pinned (so that you’re just being grappled). Doing so counts as a standard action; if you escape a grapple, you can also move in the same round.
还有从FAQ上引下来的几段:
引用:
Treat moving your opponent as another option you can use while youre grappling. If you choose this option, you must win an opposed grapple check to move your opponent. If you win the opposed check, you still have to be strong enough to drag the opponents weight to move, and you move as though encumbered with a heavy load.
引用:
You can make one grapple check for every attack your base attack bonus normally allows. The number of weapons you use doesnt affect the number of grapple checks you can make. For example, a dire ape, an animal with 5 Hit Dice, has a base attack bonus of +3, so it can make only one grapple check each round despite its three natural weapons. Note that when you opt to deal damage with a grapple, you deal subdual damage according to your size, not your natural weapon. For example, a dire ape (a Large creature) deals 1d4 points of subdual damage with a successful grapple attack, plus its Strength bonus of +6. Note that creatures with the improved grab special attack can use their natural weapons in a grapple. Note also that monk characters deal their unarmed strike damage with successful grapple checks.
从第二段引文看来,使用轻武器攻击似乎并不用投擒抱判定(从原文看使用轻武器攻击、施放魔法、从擒抱中拧身而脱是与进行擒抱判定并列的几种动作),并且并没有限制轻武器的攻击次数。并且由于没有特别说明,不可否认的,拳头、自然武器等也是在轻武器之列。我认为这样颇有不妥,因为这样一来使用轻武器就比使用拳头的优势大得太多了,并且自然武器也找到了绕过上面第四段引文的限制的方法,就连使用拳头本身也省下了一次擒抱判定。不妥。
不过施放魔法这个动作倒没什么问题,因为法术需要的时间从来都是标准动作或更长时间。
结合第三段引文,我认为在擒抱中要用任何攻击性动作或者意图挣脱,都应该短暂的确立自己在擒抱中的身体、力量、技术和运气上的暂时优势(也就是说赢得擒抱判定),才能腾出手来做攻击动作或者尝试逃脱。因此我觉得应该把用轻武器攻击和尝试拧身而脱移到与徒手伤害对手、尝试压制对手等动作并列的位置上,即都需要一次成功的擒抱判定,才能攻击或尝试脱身。这样的话由于第四段引文指出每回合可尝试的擒抱判定次数由BAB决定,那么如果都通过判定的话同样相当于轻武器或拳头的全回合攻击,很合理。而且由于现在攻击都需要通过擒抱判定,因此普通的怪物也就没办法绕过第四段引文中对它们不能使用自然武器的限制了,也很合理。至于脱身这个选项可以这样处理:在这个地方特别的也把它看作一次“attack”,如果是第一次擒抱判定就成功脱身的话既可以选择像标准动作那样接一个类移动动作,也可以用剩下的几次做全回合攻击,或者干脆不动;如果是第二次或以后的擒抱判定才成功脱身,那么就只能选择用剩下的几次做全回合,或者干脆放弃行动。
不知各位意下如何?
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最后由 Ris 在 2002-06-15 21:41 编辑
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