純美蘋果園

譯文資料區 => Pathfinder RPG 2nd => Pathfinder => Pathfinder 2nd Playtest => 主题作者是: 红雾的爱泽妮 于 2018-08-16, 周四 22:01:25

主题: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: 红雾的爱泽妮2018-08-16, 周四 22:01:25
本文件包含探索者遊玩測試規則書的重要更新。Updates that are new to this document have their page references marked with bold text. Changes are broken into three categories.
 New Rules Updates: These are entirely new rules for use in your Pathfinder Playtest game, possibly replacing existing rules in the game (there are no new rules in this initial update).
 Critical Updates: These are updates to the rules that will affect a number of characters and play experiences. You should make sure to incorporate these immediately.
 Other Updates: These are rules changes that affect only a small percentage of characters, but do so in an important way. You should be familiar with these changes and watch to see if any apply. Please incorporate these changes as you playtest the game, and thank you for participating in the Pathfinder Playtest!
—Pathfinder Playtest Design Team
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年8月27日)
作者: 红雾的爱泽妮2018-08-16, 周四 22:01:45
新修改的法术(翻译中):

油腻术GREASE      1环法术
咒法
施法 [[A]] 姿势施展,[[A]] 语言施展
距离 30尺;目标 一个1 Bulk或更轻的物体 或 范围4个相邻的5尺方格
持续时间 1分钟
你变出油滑的黏液,效果基于你选择的目标。
· 指定范围 该范围内固定表面覆盖一层油脂,每个生物站在上面的生物须尝试一次特技或反射检定对抗你的法术DC,否则倒地。之后进入该范围的生物也必须尝试用以平衡的特技检定。使用“快步Step”的生物不需要进行检定或豁免。
· 指定物体 如果你在一个无主物体上施放该法术,那些试图拾取物体的人必须通过一次对抗你的法术DC的特技检定。如果你指定了一个有主的物体,持有该物体的生物必须尝试一次特技检定。若失败,持用者或装备者在任何攻击检定或涉及使用该物体的任何检定上获得-2环境减值;大失败时,持用者或装备者掉落该物体。它会落在GM选择的相邻的方格中。如果物体是被穿戴着的,穿戴者在防止被擒抱或猛推时获得+2环境加值。

迷宫术  Maze

NEW RULES—PROFICIENCIES AND DCS
As of Update 1.3, the math for proficiencies and skill DCs
has changed. We’ve received frequent feedback that trained
and better characters weren’t far enough ahead of untrained
characters, so we’re making the untrained value equal to your
level minus 4 instead of your level minus 2. This will definitely
create a more noticeable difference at 1st level. We want to
see whether it feels more natural than the previous value, and
whether it causes a major difference in the way people allocate
their skill increases.
We’re also correcting some issues with the table of DCs,
along with DCs in Doomsday Dawn (which you can find later
in this document). Characters’ rates of success were too flat
across levels, even for characters who were putting lots of
effort into getting better. Now, they’ll get much better against
DCs of their level over time. The DCs started out a bit too low,
and scaled up to be too high at higher levels. The names of the
categories of DC have also changed, since their challenge level
is no longer analogous to the terms used to describe encounter
challenge. Lastly, we’ve also introduced a simpler guideline
for setting the DC of tasks when it really only matters if one
person in the group succeeds (such as when everyone in the
party searches the same area by rolling Perception): in such a
situation, increase the DC by 4.
U ntrained t ext
In any location where it appears, change the value of the
untrained proficiency rank to your level minus 4.
S kill dC t erminology
In any location where they appear, change the skill difficulty
categories from trivial to easy, low to medium, high to hard,
severe to incredible, and extreme to ultimate. The “trivial”
column on Table 10–3 (page 338) should keep that name.
S pell and a bility C hangeS
To go along with this change, we’re updating some spells
and abilities that required certain skills to overcome so that
untrained characters aren’t totally stuck in situations where
they weren’t intended to be.
• Page 102—In Tangled Forest Stance, in the second
paragraph, change “Acrobatics check” to “Reflex save” and
in the parentheses, add “, and you can choose to allow the
enemy to move if you prefer”.
• Page 171—In Specialty Crafting, in the second sentence,
change “+2 circumstance bonus” to “+1 circumstance
bonus”. After that sentence, add “If you have master
proficiency in Crafting, this bonus increases to +2.”
• Page 173—In Virtuosic Performer, in the second sentence,
change “+2 circumstance bonus” to “+1 circumstance
bonus”. After that sentence, add “If you have master
proficiency in Performance, this bonus increases to +2.”
• Page 228—In the grease spell, change the Target an Area
entry to “Any solid ground in the area is covered with grease.
Each creature standing on the greasy surface must succeed
at a Reflex save or an Acrobatics check to Maintain Balance
against your spell DC or fall prone. Creatures moving onto
the greasy surface during the spell’s duration must also
attempt an Acrobatics check to Balance. A creature that
takes a Step doesn’t have to attempt a check or save.”.
• Page 237—In the maze spell, in the second sentence, change
“Survival check” to “Survival check or Perception check”. In
the second paragraph, change “Survival check” to “Survival
check or Perception check”.
• Page 272—In the web spell that continues from the previous
page, in the second paragraph, change “Athletics check” to
“Athletics check or Reflex save”. Change the Success entry
to “The creature is unaffected. If it used an Athletics check,
it clears the web from every square it leaves after leaving the
square.” Change the Critical Success entry to “As success,
and it doesn’t need to attempt further saving throws against
the web this turn.” In the Failure entry, change “saving
throws” to “Athletics checks or saving throws”.
DIFFICULTY CLASSES
In the Difficulty Classes section on page 336–337, replace the
Adjusting the Chance of Success section and Table 10–2: Skill
DCs by Level and Difficulty.
a djUSting the C hanCe of S UCCeSS
When creating challenges at the PCs’ level, use the following
guidelines to determine what degree of difficulty is a good fit.
Then consult Table 10–2: Skill DCs by Level and Difficulty
to determine the appropriate DC. The table’s Level column
indicates the task level, while the subsequent columns present
DCs for each difficulty. You’ll most often use the hard DC,
but various environmental and situational circumstances can
adjust the DC to a higher or lower category, as described later.
The DC numbers on this table are to determine whether a
single character can succeed or fail at a task. Sometimes, you’ll
have a check that the entire party can roll against, with no
real complications that would happen on a critical failure,
and where only one person really needs to succeed (such as a
Perception check when everyone is searching the same area). If
you want the whole party to face the same degree of difficulty
in a case like this, simply increase the DC by 4.
An easy DC represents a minor speed bump for a group of
the indicated level. The DC is so low that even the least skilled
character of that level with a low score for the associated
ability has around a 50% chance to succeed. These are good
DCs for when a task is going to be rote for the more skilled
members of the party. You can usually skip rolling and assume
the characters succeed against easy DCs unless it’s necessary
for everybody to try the check.
A medium DC provides little challenge for highly skilled
characters and a decent chance to succeed for low-skilled
characters who don’t have a good proficiency or a high ability
score. This DC is good to use when each PC will attempt the
check and when it matters how many PCs succeed or fail.
Except at low levels, a medium DC will be a challenge only
for characters who aren’t keeping up with the skill. Easy DCs
become easier and easier for characters who have invested in
the skill to succeed over time.
A hard skill DC, the most common in the game, represents
something that an average commoner might not try but that
adventurers attempt frequently. This DC challenges even
characters who have strongly focused on the skill and can
often be overcome by a character who has increased their
modifier or proficiency rank. A character who’s really strong
in the skill starts at around a 50% chance of succeeding but
ends up almost certain to succeed at higher levels.
An incredible skill DC represents a task requiring exceptional
effort and luck: one that even adventurers don’t encounter that
often. It’s a significant challenge for a highly skilled character
at all levels, though incredible DCs do become somewhat easier
to succeed at when those characters have reached a high level.
An ultimate skill DC is reserved for only the greatest of
impediments. It’s so hard that even the best possible character
succeeds only about half the time, though assistance from allies
can improve this chance. Characters with less training have a
far lower chance of success, and will critically fail much of the
time. You should avoid using ultimate DCs if a failed check
results in death, massive harm, or other dire consequences.

新规则更新—死亡规则
As of Update 1.1, we’ve introduced a new set of rules for  dropping to 0 Hit Points to address several issues with the  system as initially printed. The intent of this iteration is to  simplify the system and the tracking involved, remove the  confusion people had when they were dying but conscious, and  get people back into the fight more consistently by removing  the recovery roll for unconscious characters. This is a first step  in changing these rules. We will take additional steps as needed  to perfect the system.
The primary dying system replacement overwrites the  sections on pages 295–296. More rules that are affected by  this change appear under Conditions, Administer First Aid,  and Other Changes.

Getting KnocKed out
When you’re reduced to 0 Hit Points, you get knocked out. When this happens, you are subject to the following effects:
• You fall unconscious (you gain the unconscious condition).
• You immediately move your initiative position to directly before the current initiative position. If a creature knocked you out, for instance, your next turn would come immediately before that creature’s turn.
• If the damage came from a lethal source, you gain the dying 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the dying 2 condition instead. If the damage came from a nonlethal attack or effect, you don’t gain the dying condition, but you are still unconscious with 0 Hit Points.

瀕死(Dying)
若你的瀕死值達到4或更高,則你死亡。你在將HP恢復1點或更高後會失去瀕死狀態。當你失去瀕死狀態時,你會恢復意識,但同時會被緩慢1輪。你的緩慢值等同於你在被治療前的瀕死值(因此若你原本是瀕死2,則你會陷入緩慢2,持續1輪)。

恢復豁免檢定(Recovery Saving Throws)
當你瀕死時,每當你的回合開始時,進行一次特殊的強韌豁免檢定,來決定你的狀況會好轉或惡化;這稱為恢復豁免檢定。此豁免的效果如下所述。
 成功 你的瀕死值減少1點。
 大成功 你的瀕死值減少2點。
 失敗 你的瀕死值增加1點。
 大失敗 你的瀕死值增加2點。

The GM sets the DC of your recovery saving throw when  you’re knocked out. This DC is equal to the DC of the spell or ability that dropped you plus your current dying value. If damage that reduced you to 0 Hit Points came from  something that doesn’t have a DC, such as an attack roll, use  the attacker’s class DC. Though a class DC usually includes  the key ability modifier for a character’s class, the GM might  sometimes decide a different ability score is appropriate; for  example, a wizard’s class DC usually uses Intelligence, but  if he knocks someone out with his staff, the DC might use  Strength or Dexterity. For monsters, the GM will use a high difficulty skill DC of the monster’s level (see page 336). Always use the recovery DC determined at the time you were  knocked out—if the attacker’s DC changes later, your recovery  save DC doesn’t retroactively change to match.

Taking Damage while Dying
If you take damage while you’re already unconscious, apply the  same effects as if you had been knocked out by that damage,  except you don’t move your initiative position. If you were  already dying and the recovery save DC for the new damage  is higher than your current recovery save DC, start using the  higher DC.

Heroic Recovery
You can spend 1 Hero Point (see page 300) when your dying  value would increase to return to 1 Hit Point, no matter how  close to death you are. As normal, when you return to 1 HP you  lose the dying condition and become conscious and slowed.

Unconscious
When you’re reduced to 0 Hit Points, you fall unconscious.  You lose any remaining actions and reactions, and while  unconscious, you don’t regain your actions and reaction each  turn. If you return to consciousness, you’ll need to wait until  the start of your turn to get your actions and reaction again. If you return to 1 Hit Point or more, you become conscious.  As noted before, if you had the dying condition, you are slowed  on your first turn after regaining consciousness. If you did not  have the dying condition when you regain consciousness, you  aren’t slowed.
When you’re unconscious and at 0 HP but no longer dying,  you naturally return to 1 HP and awaken after sufficient time  passes. The GM determines how long you remain unconscious,  from at least 10 minutes to several hours.

conditions
Change the dying and unconscious conditions as follows on pages 296, 321, and 324.

瀕死(Dying)
你血流滿地,或因為其他原因已經半死不活。瀕死狀態總是包含一個值,而一旦該值到達4,你就死了。如果你正處於瀕死,你必須在你的回合開始時嘗試進行恢復豁免檢定(recovery saving throw),以此決定你的狀況會好轉還是惡化。若你有1點或更多HP,你將失去瀕死狀態。恢復豁免檢定,以及當你在瀕死時回復HP會發生什麼事情,前頭已有描述。

失去意識(Unconscious)
你暈過去了。你無法行動,而且你在AC上還承受–4狀態減值,同時承受目盲、耳聾以及措手不及狀態。獲得此狀態時,你會倒地並丟掉手上正在持用或持有的物品,除非該效果特別註明或GM判斷你的姿勢不會導致物品掉落。如果你的HP回到1點或更多,你就會恢復意識。如果你恢復意識時正處於瀕死狀態,你會被緩慢1輪,緩慢值等同於你回到1 HP前所處的瀕死值。而若你仍處於失去意識但不再處於瀕死狀態時,那麼過了一段時間後,你會恢復到1 HP並自然甦醒。你失去意識的時間長短由GM決定,最少10分鐘,但也有長至數小時的。

Administer First A id
Replace the Administer First Aid action on page 152 with this revised one. The significant changes are that the creature remains at 0 HP (now that you can be at 0 HP and not be dying) and that the DC is now the same as that of the recovery save.

【A】 ADMINISTER FIRST AID
Manipulate
Requirements You must have healer’s tools (see page 186).
You perform first aid on an adjacent creature that is at 0 Hit Points
in an attempt to stabilize it. You can also perform first aid on an adjacent
creature that is taking persistent bleed damage. To stabilize a dying
creature, the DC is equal to the creature’s recovery save DC; to stem blood
loss, the DC is 15. If a creature is both dying and bleeding, choose which
effect you’re trying to treat each time you roll. You can Administer First
Aid again to attempt to remedy the other effect.
Success The creature at 0 Hit Points loses the dying condition (but
remains unconscious), or you end the persistent bleed damage
(see page 323).
Critical Failure The creature with 0 Hit Points has its dying condition
increased by 1. A creature with persistent bleed damage takes
damage equal to the amount of its persistent bleed damage.

重要更新(Critical Updates)

其它更新(Other Updates)

DOOMSDAY DAWN UPDATES
These changes apply to the playtest adventure, Doomsday Dawn. Beware of spoilers if you plan to play that adventure! These updates should be read by GMs who are planning to run Doomsday Dawn.
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年8月13日)
作者: 萌萌哒QB2018-08-16, 周四 22:33:34
炼金加强?
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年8月13日)
作者: 炼金术士卡莉2018-08-16, 周四 23:19:53
 :em005
为什么要重新修改翻译?附注上勘误不就行了。
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年8月13日)
作者: 白貓2018-08-20, 周一 19:21:09
你的字全都黏在一起....

官網下載處 http://paizo.com/pathfinderplaytest 最下面Downloads中的Download Rulebook Updates 

圖片格式,第二頁都是OGL就不貼了。
https://images2.imgbox.com/83/90/4qB3cgKv_o.png
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年8月13日)
作者: 白貓2018-08-28, 周二 22:04:32
更新1.1出了,下載網址 http://paizo.com/download/PZO2102%20001-029-1.pdf
P子的官網最近一直爆炸中,這是測試版遊戲的暫時頁面 http://paizo.com/download/surveys
這次的更新包含了取代現有規則的新規則,和測試模組Doomsday Dawn的一些小勘誤。

圖片格式,更新1.1包含了更新1.0的內容。
p1 https://images2.imgbox.com/2b/88/Oe6spm7U_o.png
p2 https://images2.imgbox.com/f0/62/BhU0YaZv_o.png
p3 https://images2.imgbox.com/16/44/ZmYRQyAH_o.png
p4 https://images2.imgbox.com/2f/9c/wZGAG0p1_o.png

p5一樣是OGL內容,不貼了。
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年8月13日)
作者: 黎白羽2018-08-29, 周三 00:03:59
我她媽還不打死P子這垃圾公司
主题: Re: 【翻譯者注意!】最新2.0官方勘誤合集(2018年8月13日)
作者: 笨哈2018-08-29, 周三 00:24:50
我她媽還不打死P子這垃圾公司

快上
/me 吃爆米花喝可樂好不快活中
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年8月13日)
作者: 2018-09-07, 周五 05:51:14
快给pf2出个实时更新errata的prd
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年8月27日)
作者: 白貓2018-09-11, 周二 15:49:11
更新1.2出了,P子瘋狂更新中,到明年正式版出為止,我期待看到v99.9版本。

http://paizo.com/community/blog/v5748dyo6sg8r?On-the-Road-to-Sombrefell-Hall
這篇網誌的New Updates部分。
因為把標誌技能砍掉了,所以也順便出了新的角色卡,賺到了呢(咦
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年8月27日)
作者: 黎白羽2018-09-11, 周二 22:29:58
我不更新了,順便召喚小天把版面砍掉
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月10日)
作者: 白貓2018-09-25, 周二 16:51:48
更新1.3出了,這次的更新量也很多。P子瘋狂更新中,到明年正式版出為止,我期待看到v99.9版本。

http://paizo.com/community/blog/v5748dyo6sg9r?Sending-Your-Heroes-to-the-Mirrored-Moon
這次有兩份檔案,一份是和以前一樣的更新檔,另一份是兼職更新檔,除了現有兼職的更新,剩餘職業的兼職也全都完成了。
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月10日)
作者: TougouTuyosi2018-09-25, 周二 17:47:37
更新1.3出了,這次的更新量也很多。P子瘋狂更新中,到明年正式版出為止,我期待看到v99.9版本。

http://paizo.com/community/blog/v5748dyo6sg9r?Sending-Your-Heroes-to-the-Mirrored-Moon
這次有兩份檔案,一份是和以前一樣的更新檔,另一份是兼職更新檔,除了現有兼職的更新,剩餘職業的兼職也全都完成了。

未受训 由角色等级-2变为角色等级-4

我琢磨了半天,这是加强盗贼啊。
想想,察觉是没有未受训的,战斗大家都肯定使用受训武器,豁免也是一样都是受训的,那么哪个地方可能用到未受训?技能啊!
先前-2,遇到大家都未受训的技能挑战时还勉强可以拼一枪,现在变-4。虽然降低了DC,但是难度还是存在的,特别是考虑到有致命失败。
所以在技能方面,一开始有足够多技能点来将大多数技能提升到受训的高智力盗贼很吃香啊 :em021

然后盗贼本身1级的敏上伤改为从三个战斗流派中选择一个。第一个还是敏上伤,第二个是原先的1级专长棍棒手,第三个是虚招相关
虚招相关:成功打出虚招,目标对你的近战攻击措手不及直到你的下个回合结束。大成功,目标对所有人的近战攻击措手不及,直到你的下个回合结束。 :em032
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月10日)
作者: 狂陽2018-09-26, 周三 09:11:46
引用
未受训 由角色等级-2变为角色等级-4

我琢磨了半天,这是加强盗贼啊。
想想,察觉是没有未受训的,战斗大家都肯定使用受训武器,豁免也是一样都是受训的,那么哪个地方可能用到未受训?技能啊!
先前-2,遇到大家都未受训的技能挑战时还勉强可以拼一枪,现在变-4。虽然降低了DC,但是难度还是存在的,特别是考虑到有致命失败。
所以在技能方面,一开始有足够多技能点来将大多数技能提升到受训的高智力盗贼很吃香啊 :em021
沒有熟練的還有護甲
主要是削弱重甲法師吧
聽聞懲罰太弱 法師都穿重甲
產生非常不協調的畫面
這一改 又要穿回法師護甲了
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: 白貓2018-09-26, 周三 10:40:08
但是現在詩人和術士可以兼職聖武士,然後依然重甲舉盾,因為聖武士直接輕中重甲+盾牌熟練,還幫你省了一個盾牌擅長專長...
專長還很貼心傻逼的註明,違反神祇禁忌和聖武士守則不會讓你喪失好處,除非你選擇了其他的聖武士兼職專長,所以選個愛動物的神祇,然後天天著甲大舉盾又破戒吃竹鼠也不會怎樣...
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: 白貓2018-10-09, 周二 11:22:51
更新1.4出了。P子瘋狂更新中,到明年正式版出為止,我期待看到v99.9版本。

http://paizo.com/community/blog/v5748dyo6sgaz?Forging-the-Heroes-of-Undarin
新增了血脈這個新選項,原本人類要花專長才能變半精靈或半綠皮,現在選擇血脈就可以了。然後也新增了一些高等級的先祖專長。
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: 狂陽2018-10-09, 周二 14:10:26
果然1級至少要2.3個種族專長
1級是因為種族產生的差別最大的時候
只有一個少過頭了
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: 月夜白雨2018-10-17, 周三 19:45:32
今天官方更新了新的魔法物品系统和共鸣点系统
主要内容如下
1、共鸣点不再随等级提升,固定10点。只有穿需要绑定的装备才消耗,用魔法物品不消耗共鸣点了
2、多了一个基于魅力的小池子,叫专注点(Focus point),用来放power和增幅魔法物品
3、用魔法物品没有点数限制,但如果用魔法物品时消耗了专注点,可以获得更强的效果,具体会在物品里进行修改
4、角色里的法术点(Spell point)取消,和专注点合并。power同样也消耗专注点,但获得power本身会扩大专注点池子。所有之前的power都会修改消耗
5、专注点池基础等于魅力调整值加族裔调整(1,侏儒为2)。
6、专注点在物品上的用法包括:对每日有限制次数的物品用专注点超载使用,更长时效等等。激活物品时决定是否专注
7、很多职业能力会给专注点,比如法师的奥术法器
8、重做了所有物品的启动方式和消耗专注点来增幅。比如治疗药水,消耗专注点的话,治疗量加倍
9、特别说一下魔杖。魔杖每日第一次不消耗专注点,第二次开始消耗1点专注点,之后本日该魔杖不消耗专注点。魔杖10发充能满,施法正常消耗充能
主题: Re: 【翻譯者注意!】最新2.0官方勘誤合集(2018年9月24日)
作者: 笨哈2018-10-17, 周三 21:33:17
........................
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: TougouTuyosi2018-10-17, 周三 21:38:19
 :em032 玩随时会更新的游戏就是刺激、
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: 2018-10-17, 周三 22:21:51
想想你玩lol/wow/dota不也一样随时会更新
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: 小丁2018-10-17, 周三 22:53:25
多了许多的【XX点】,感觉复杂了,不如统一一个共鸣点好
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: 白貓2018-10-17, 周三 23:27:27
https://paizo.com/community/blog/v5748dyo6sgbn?The-Resonance-Test
新公布的共鳴系統還沒最後定案,依然是在測試中,並搭配有專門的測試模組 Raiders of Shrieking Peak,並希望玩家在測試遊玩後,上去填寫調查問券。
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: 狂陽2018-10-18, 周四 11:10:09
戰後喝個50罐治療藥水回來了?
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: 月夜白雨2018-10-18, 周四 12:33:29
1.4 部分变动简介
1、族裔改动。1级必选1个传承专长,在1级的族裔专长之外。部分种族特性需要用传承专长获得,而不会直接获得。部分传承专长给特殊的能力
2、未受训的熟练减值由-2到-4。
3、对五个DC等级进行了介绍。Easy等级,未受训的人都应该有50%左右成功率;medium等级,对高技能角色来说是小菜,对未受训角色来说20%左右成功率;hard等级,最常见,正常的高技能角色未临时buff情况下应有50%左右成功率;incredile等级,单次冒险里的最终挑战的难度;ulimate难度,非常容易大失败的难度,不要放大失败会爆炸的这个dc。
4、超大幅增强医疗技能的战后回血能力。处理伤口行动:进行医疗技能检定对抗该等级的medium等级dc加上一些调整值,耗时10分钟,最多处理6人。成功回复 体质调整值x你的等级的hp,大成功再x3。每10分钟可以进行1次。大失败则当天无法再被处理伤口。消耗品仅仅是治疗者工具。患者体调弱的,就只算医师的等级点hp的回复量。
5、修理和检定魔法的时间都由1小时减为10分钟。快速修复和快速检定专长变为1分钟,1回合甚至1个动作
6、不少职业获得了修改
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: TougouTuyosi2018-10-18, 周四 13:03:54
1.4 部分变动简介
1、族裔改动。1级必选1个传承专长,在1级的族裔专长之外。部分种族特性需要用传承专长获得,而不会直接获得。部分传承专长给特殊的能力

1.新的传承已经不是传承【专长】了,实际上他们更是直接移除了 Heritage Feats的说法。原先的传承专长似乎都被塞入了传承里面。
引用
• On page 23, remove the Heritage Feats section and add the following before Ancestry Feats.
Heritage现在独立于专长,每个族裔都可以在一级的时候从他们族裔可以选择的Heritage中选择一项。
实际上目前这个Heritage依旧有更新的可能,因为老外一直在讨论地形相关的传承应该是每个种族都有可能因为长期生活而得到遗传,我认为paizo很可能接受这个说法而将Heritage又分为通用Heritage和族裔Heritage。

引用
Heritages
You select a heritage at 1st level, in addition to your 1st-level ancestry feat, to reflect abilities passed down to you from your ancestors or those common among members of your ancestry in the environment where you were born or raised. You have only one heritage, and you can’t change it later. A heritage might give you an action, reaction, or similar ability, much like feats can.
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: 白貓2018-10-23, 周二 11:32:48
更新1.5出了。P子瘋狂更新中,到明年正式版出為止,我期待看到v99.9版本。

https://paizo.com/community/blog/v5748dyo6sgc9?Raising-the-Flag
法術弱雞,所以提升了部分法術的傷害。在之前1.3更新了死亡規則,現在把穩定的豁免重新修改了下來測試效果如何,也修改了治療傷口的DC。

如果這是正式版,然後還瘋狂出勘誤的話,那的確很糟糕(例如UW的辣雞變形者)。但這是測試版,頻繁更新來與玩家測試效果如何,我覺得蠻正常的,更何況這是免費的,又不收你錢,又不像隔壁的付費測試版Bugfinder: Bugmaker(咦
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: 2018-11-02, 周五 04:06:00
下周将推出一个大规模补丁1.6,然后这就是playtest的最后一个补丁了
之后playtest资料将不再有更新
主题: Re: 【翻译者注意!】最新2.0官方勘误合集(2018年9月24日)
作者: 白貓2018-11-06, 周二 10:02:47
更新1.6出了。對於看不到v99.9版本我表示失望。

https://paizo.com/community/blog/v5748dyo6sgd2?Shining-Lights-and-Dark-Stars
更新重點是職業,內容太多了,自己看吧。