Re: [討論] 四版兼職之小白見解
看板TRPG (桌上角色扮演遊戲)作者behemoth (貝西摩斯)時間16年前 (2008/09/13 22:39)推噓23(23推 0噓 119→)留言142則, 12人參與討論串11/12 (看更多)
※ 引述《yukarjama (加島 裕)》之銘言:
: 以往兼職職業的精髓在於職業之間按玩者的需求作調整。
: 比如魔武雙修的gish,有人可能喜歡施法多一點,有人喜歡近戰強
: 一點,血厚一些,有人喜歡平衡點兩者均有。
: 一般來說gish不會比同級純戰士血量多、攻擊次數多,施法也不會
: 比法師強,而是靈活運用兩者的優點。
其實當4e的架構出來時,這樣的兼職就已經是不太可能了。
3e的是靠bonus堆出來的,不同的職業有不同的bonus曲線。
角色透過不停的變換職業,來控制bonus的成長,以達到自己的需求。
舉例來講,就如yuka大所提的,想血厚一點,多修一些戰士;
想施法slot多一些,多修些法師;想命中高一些,修戰士;
要will save強一些,修僧侶;若是換做ref save,則修盜賊。
但是4e沒辦法做到這樣,因為職業等級提升不送bonus。
唯一隨著職業成長的就是HP;命中、防禦、豁免不會隨職業附送。
另一個會隨職業變化的就是職業威能,所以4e的兼職就改成送職業威能。
因此,想再回到3e那樣,一級一級的算職業來兼職,已經不可能了。
如果真要這樣做,那可能連職業等級的作用都要再重新定義。
: 只不過到了3.5後期幾乎已經把這種概念徹底拋棄,兼職太過方便的
: 結果導致往往比純職來的強,也淪為堆疊能力的濫強溫床。
: 但,那又是另一個故事了...
: 就個人而言還是比較喜歡以往的兼職方式,當然,能作點改良和限制
: 會更好。
--
※ 發信站: 批踢踢實業坊(ptt.cc)
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