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Dungeons & Dragons game mechanics : ウィキペディア英語版
Dungeons & Dragons gameplay

In the Dungeons & Dragons role-playing game, game mechanics and die rolls determine much of what happens. These mechanics include:
* Ability scores, the most basic statistics of a character, which influence all other statistics
* Armor class, how well-protected a character is against physical attack
* Hit points, how much punishment a character can take before going unconscious or dying
* Saving throws, a character's defenses against nonphysical or area attacks (like poisons, fireballs, and enchantments)
* Attack rolls and damage rolls, how effectively a character can score hits against, and inflict damage to, another character
* Skills, how competent a character is in various areas of expertise
* Feats, what special advantages a character has through natural aptitude or training
==Ability scores==

All player characters have six basic statistics:
* Strength (STR): Strength is a measure of muscle, endurance and stamina combined. Strength affects the ability of characters to lift and carry weights, melee attack rolls, damage rolls (for both melee and ranged weapons), certain physical skills, several combat actions, and general checks involving moving or breaking objects.
* Dexterity (DEX): Dexterity encompasses a number of physical attributes including hand-eye coordination, agility, reflexes, fine motor skills, balance and speed of movement; a high dexterity score indicates superiority in all these attributes. Dexterity affects characters with regard to initiative in combat, ranged attack rolls, armor class, saving throws, and other physical skills. Dexterity is the ability most influenced by outside influences (such as armor).
* Constitution (CON): Constitution is a term which encompasses the character's physique, toughness, health and resistance to disease and poison. The higher a character's constitution, the more hit points that character will have. Constitution also is important for saving throws, and fatigue-based general checks. Unlike the other ability scores, which render the character unconscious or immobile when they hit 0, having 0 Constitution is fatal.
* Intelligence (INT): Intelligence is similar to IQ, but also includes mnemonic ability, reasoning and learning ability outside those measured by the written word. Intelligence dictates the number of languages a character can learn, and it influences the number of spells a preparation-based arcane spellcaster (like a Wizard) may cast per day, and the effectiveness of said spells. It also affects certain mental skills.
* Wisdom (WIS): Wisdom is a composite term for the character's enlightenment, judgment, wile, willpower and intuitiveness. Wisdom influences the number of spells a divine spellcaster (like clerics, druids, paladins, and rangers) can cast per day, and the effectiveness of said spells. It also affects saving throws and linked skills.
* Charisma (CHA): Charisma is the measure of the character's combined physical attractiveness, persuasiveness, and personal magnetism. A generally non-beautiful character can have a very high charisma due to strong measures of the other two aspects of charisma. Charisma influences how many spells spontaneous arcane spellcasters (like sorcerers and bards) can cast per day, and the effectiveness of said spells.
An ability score is a natural number, with a value of 10 or 11 representing average human ability.
''Additional:''
* Comeliness (COM): In the original version of ''AD&D'', Comeliness was introduced as a seventh ability score in the supplemental rulebook ''Unearthed Arcana'' and ''Oriental Adventures'' to differentiate between physical attractiveness and charisma. Comeliness has not appeared as an officially supported ability score since, although the second edition rules ''Player's Option: Skills & Powers'' introduced "appearance" as one of twelve subability scores.
* Sanity (SAN): An optional score suggested in the 5th Edition ''Dungeon Master's Guide'' for campaigns shaped by the constant risk of insanity. It is checked for actions like understanding the writings of raving lunatics and used for dedicatedly dealing with resisting the equally optional madness damage type, caused for example by contact with alien planes of existence (or its denizens) that defy the rules of the material plane.
* Honor (HON): Also suggested in the 5th Edition ''Dungeon Master's Guide'', an option for campaigns shaped by a strict code of honor like East-Asia-inspired ones or those with a focus on chivalry of any sort. It determines both how well the character adheres to the respective society's code and how well he understands its tenets. It may also reflect others' perception of the character's honorability. Mechanically, high (or low) honor is used in social interaction in situations in which it may be more relevant than a person's charisma or in a saving throw to resist for example the urge to act dishonorably. Unlike others, this ability score can not be raised by the player after character creation. Instead, the dungeon master can increase (or decrease) its value by 1 at the end of an adventure according to the player character's actions throughout it.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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