如果你需要的是一个机制上的现有参考,和一个庞大的遭遇库,或许你需要的是这本第三方:
Vault 5e: Uncharted Journeys (https://www.drivethrurpg.com/en/product/416197/vault-5e-uncharted-journeys)
“It’s not the destination, it’s the journey.”
“重要的不是目的地,而是旅程本身。”
From the award-winning team that brought you Doctors and Daleks, Adventures in Middle-earth, and Victoriana 5e comes Uncharted Journeys for 5e! Uncharted Journeys brings detailed travel rules to the 5th edition of the world’s most popular roleplaying game and provides in-depth yet simple rules for creating memorable and compelling journeys. Make travel a fun and rewarding part of your 5e game!
来自曾为你带来Doctors and Daleks、Adventures in Middle-earth以及Victoriana 5e的获奖团队,现推出Uncharted Journeys适用于 5e!Uncharted Journeys全球最受欢迎的角色扮演游戏第五版带来了详尽的旅行规则,并提供了深入且简明的规则,助你打造难忘且引人入胜的旅程。让旅行成为你 5e 游戏中乐趣与回报并存的一部分吧!
Undertake perilous journeys as your intrepid party blazes new trails across strange and uncharted lands. Strike out across unforgiving tundra and forge your path through deadly jungles as you battle to reach your destination. Experience travel in 5e as never before with thousands of possible encounters. Meet strange and unforgettable characters along the road, and uncover lost and forgotten ruins. Expand your 5e experience with new character abilities.
踏上危机四伏的旅程,你那无畏的队伍将在陌生而未知的土地上开辟新径。穿越严酷的冻原,在致命的丛林中开辟道路,为抵达目的地而奋战。体验前所未有的 5e 旅行,面对成千上万种可能的遭遇。沿途邂逅奇特而难忘的角色,揭开失落已久的遗迹之谜。通过新增的角色能力,拓展你的 5e 冒险体验。
Your journey starts here!
你的旅程从这里开始!
至于上面提到了魔戒,Free League出版的5E魔戒第三方The Lord of the Rings™ Roleplaying (https://www.drivethrurpg.com/en/product/410268/the-lord-of-the-rings-roleplaying?src=hottest_filtered)同样给出了旅行规则,或许同样可以作为参考
实际上Uncharted Journeys也算是C7对于不能继续出版中土冒险的某种延续吧
可惜的是这两本第三方都没有中文,但是如果有办法可以阅读英文的话,这两个第三方都提供了将旅行作为一个机制进行处理的方法。
包括但不限于Uncharted Journeys中提供了在旅行之前如何根据大致的旅行信息设定难度安排遭遇;怎么样设定玩家在旅行中的分工,让每个玩家有旅行的参与感;旅行之后的叙事奖励和短期奖励;以及数量庞大的遭遇库(包括森林海岸草原等十个区域类型),可很简单地作为工具箱使用。
因为我太懒了!所以这里截取一段国外玩家对Uncharted Journeys的总结评价 (https://forum.rpg.net/index.php?threads/lets-read-vault-5e-uncharted-journeys.905604/)吧(GPT翻译使用注意)
This chapter covers the rules for what happens before, during, and after a Journey. Journeys are separated into three Stages: Setting the Route determines the origin and destination along with Distance and Difficulty; Prepare has each PC do special tasks to ease the burden and gain benefits to use during the Journey; and Make the Journey generates the Encounters during the Journey along with the outcome on Journey’s End. Technically that’s four steps, but who’s counting?
本章节涵盖了旅程前、中、后各阶段的规则。旅程分为三个阶段:设定路线决定了起点、终点、距离和难度;准备阶段让每位玩家执行特殊任务,以减轻负担并获得旅程中可用的增益;进行旅程则生成旅程中的遭遇,以及旅程结束时的结果。严格来说这是四个步骤,但谁会去计较呢?
Set the Route is pretty simple: the Distance ranging from Short to Very Long determines the default number of Encounters, which can be modified by the party doing an initial Group Travel Check. A table is provided based on distance and travel time in imperial units, although this is relative and the book calls out other uses based on the context of the area and endeavor. For Example, a Journey entirely in a Great City may be anywhere from going to the next neighborhood (Short) to going from one end of the city to the other (Very Long). The Journey Difficulty sets the universal DC for the various tasks and challenges involving Encounters during the Journey. The DC is 10 by default (and cannot get lower than this) and further modified by Weather and Terrain, both of which have modifiers ranging from 0 to +10 each. Traveling on a well-maintained road under clear skies and comfortable weather can make the Difficulty as low as a 10, but adventuring in a region with constant volcanoes, earthquakes, and deadly storms can be a tortuous 30. There are ways during the next step to lower the DC, or raise it on unlucky rolls.
设定路线相当简单:距离从短到极长决定了遭遇次数的默认值,这可以通过队伍进行初始的集体旅行检定来调整。根据距离和旅行时间(以英制单位计算)提供了一个表格,尽管这些是相对的,书中也指出了基于地区和活动背景的其他用途。例如,完全在大城市内的旅程,可能从前往邻近街区(短)到从城市一端到另一端(极长)不等。旅程难度设定了涉及旅程中遭遇的各种任务和挑战的通用难度等级(DC)。默认 DC 为 10(且不能低于此值),并进一步由天气和地形修正,两者各自的修正值范围均为 0 到+10。在晴朗舒适天气下沿着维护良好的道路旅行,难度可能低至 10,但在火山、地震频发且常有致命风暴的地区冒险,难度可能高达 30。在下一步中,有方法可以降低 DC,或在不幸的掷骰中提高它。
Prepare is where the party assigns Roles and chooses from a table of 15 Preparations. Each Preparation is a DC 13 ability check involving an appropriate skill or tool. 4 Preparations have negative consequences for failure, such as increasing the Journey Difficulty by 2 or imposing disadvantage on all ability checks for that PC during the first Encounter of the Journey. The Preparations are pretty broad, such as Brew Tonics which can give each party member advantage on Constitution checks and saves for the Journey’s duration or until they fail such a check/save, Prepare a Feast allows each party member a one-time ability to not gain a level of Exhaustion when they’d suffer one during the Journey, and Procure Mounts can give each party member an animal which can allow them to substitute Wisdom (Animal Handling) checks in lieu of one of the three physical checks/saves during the Journey’s duration based on whether the mount is strong, agile, or rugged.
准备阶段是队伍分配角色并从 15 种准备中选择其一的环节。每项准备都是一个 DC 13 的能力检定,涉及适当的技能或工具。其中有 4 项准备若失败会带来负面后果,例如将旅程难度增加 2,或在旅程的首次遭遇中对该角色所有能力检定施加劣势。这些准备相当广泛,例如调制补品,能为每位队员在旅程期间或在失败此类检定/豁免前,提供体质检定和豁免的优势;准备盛宴则让每位队员在旅程中遭受疲劳时,有一次机会不会因此增加疲劳等级;而获取坐骑则能为每位队员提供一只动物,使其能在旅程期间根据坐骑的力量、敏捷或耐力,替代三种体能检定/豁免中的一项,改用智慧(驯兽)检定。
4 specific Preparations can reduce the Journey Difficulty, usually by 2 although one bears special mention. Chart Course requires a Cartographer’s Tools check which can reduce the Journey Difficulty by 5 on a success. Unlike the other 3 it has consequences for failure in increasing it by 2. Having a mapmaker during a Journey can be very useful, but miscalculations can make things harder. PCs can all take a Long Rest before starting a Journey, although PCs can forego this and gain a level of Exhaustion in order to perform 2 Preparations. I wouldn’t recommend this unless they have an ability to ignore or heal Exhaustion given that’s a pretty punishing condition to have.
4 种特定的准备可以降低旅程难度,通常为 2,但其中一种需特别提及。“规划航线”需要进行制图工具检定,成功时可降低旅程难度 5 点。与其他三种不同,失败会导致旅程难度增加 2 点。在旅途中拥有一位制图师非常有用,但计算错误可能使情况变得更糟。PC 们可以在开始旅程前进行一次长休,尽管 PC 们可以选择放弃长休并获得一级疲劳状态,以便进行两次准备。除非他们有能力忽略或治愈疲劳,否则我不建议这样做,因为疲劳是一个相当严苛的状态。
Most skills can be used for Preparation, with the outliers being Acrobatics, Deception, Intimidation, Medicine, and Perception. I can understand Acrobatics being a bit limited and Perception is already a useful and common enough skill, but it feels odd that Deception and Intimidation don’t get much play for social-based stuff, and Medicine is a shoe-in for Brew Tonics.
大多数技能都可以用于准备阶段,例外的是杂技、欺诈、威吓、医疗和感知。我能理解杂技的局限性,感知已经是一个足够有用且常见的技能,但欺诈和威吓在社交相关内容上没有太多发挥空间,感觉有些奇怪,而医疗则显然是调制药水的首选。
The tool checks are pretty broad as well. They include Brewer’s Supplies, Cartographer’s Tools, Chemist’s Supplies,* Cook’s Utensils, Herbalism Kit, and any kind of Gaming Set. There are no Musical Instruments, although I imagine that the Leader Role covers this for group checks. And strangely, while there are Preparations for mounts, vehicle proficiencies don’t have options by default. However, Uncharted Journeys does cover this in their Open Waters section, where Navigator’s Tools and Water Vehicle proficiencies can be used for certain Group Travel Checks. The book’s one step ahead of you on this! Sadly there’s no rules for traveling through space or really weird planes of existence like the Far Realm, but as this isn’t a DM’s Guild product I can forgive the authors for this.
该工具检查范围相当广泛,涵盖了酿造工具、制图工具、化学家用品、*厨师用具、草药工具包以及各类游戏套装。虽然未提及乐器,但我想领袖角色在团队检定中应能涵盖这一点。奇怪的是,尽管有坐骑的准备,但默认情况下车辆熟练度并无选项。不过,《未知的旅程》在其“开阔水域”部分确实涉及了这一点,航海工具和水域车辆熟练度可用于某些团队旅行检定。这本书在这方面已经领先一步!遗憾的是,书中没有关于穿越太空或诸如远境这类奇异位面存在的规则,但鉴于这不是 DM 公会的产品,我可以理解作者们在这方面的疏漏。
*Presumably alchemist’s supplies.
*大概是炼金术士的工具。
Make the Journey is pretty short, as specific encounters cover the final chapter which occupies the majority of this book. After Preparations are complete, the Journey has 1-4 Base Encounters based on Length, and the party makes a Group Travel Check based on the Journey Difficulty. Depending on how many members of the party succeeded or failed (based on more or less than half, not specific PCs) they can get anywhere from -1 to +2 to the Base number. The DM then determines the Encounters based on what Region(s) the party is going through, each of which has their own unique Encounters. There are 12 different Encounter Types which are determined via rolling a d12, and each Region (save Open Waters which is a special case) has a unique d10 table for each Encounter Type. As there are 16 Religion types in this book, that amounts to nearly 2,000 results!
旅程相对较短,因为特定遭遇涵盖了占据本书大部分篇幅的最后一章。完成准备工作后,旅程根据长度设定 1-4 次基础遭遇,队伍需根据旅程难度进行集体旅行检定。根据队伍成员成功或失败的数量(基于是否超过半数,而非特定角色),基础遭遇次数可获得-1 至+2 的调整。DM 随后根据队伍所经区域决定遭遇,每个区域都有其独特的遭遇。共有 12 种不同的遭遇类型,通过掷 12 面骰决定,每个区域(开放水域为特例)对每种遭遇类型都有独特的 10 面骰表格。由于本书中共有 16 种宗教类型,这意味着将近 2000 种结果!
If for any reason the PCs have to abandon the Journey mid-way, such as taking too many casualties or resources drained from Encounters, there are rules for this. Generally speaking this is a bad thing that imposes penalties and calls for a Constitution save as though they made an Arrival detailed below, although the consequences for failure are worse in suffering Exhaustion and even losing remaining hit dice. If a PC is killed, kidnapped, or otherwise taken out of commission long-term then the party suffers a Catastrophic Failure which immediately ends the Journey and everyone automatically suffers a level of Exhaustion.
如果出于任何原因,PCs 不得不中途放弃旅程,比如遭受过多伤亡或遭遇战耗尽资源,对此有相应的规则。通常来说,这是一个会带来惩罚的糟糕情况,需要进行一次体质检定,如同他们进行了下文详述的到达检定,尽管失败后果更为严重,会导致疲劳累积,甚至失去剩余的命中骰。如果一个 PC 被杀、被绑架,或因其他原因长期无法行动,那么队伍将遭遇灾难性失败,立即终止旅程,所有人自动承受一级疲劳。
Journey’s End is the final stage, and occurs when the party reaches their destination after completing all of the Encounters. This is known as an Arrival, and each PC rolls a Constitution save but can add the Quartermaster’s Constitution or Intelligence modifier to their own result. Success gives them temporary hit points equal to their level, while failure imposes a level of Exhaustion. If the entire party succeeds they all gain Inspiration, but lose Inspiration if they all fail. The Sentry rolls a number of d12 (minimum 1) equal to their Wisdom modifier for an Arrival table, and takes the highest result. The Arrival table gives a general description of the circumstances the PCs find themselves in, with higher results giving more relative safety. For instance, 1-2 has an Unforeseen Danger where hostile creatures are aware of the party’s arrival and have one round to prepare before they’d normally roll initiative, 10-11 is Relative Safety that grants them the opportunity to take a Short Rest, and 12 or higher is Safety that lets them take a Long Rest. Unlike Encounters, the circumstances of dangers are based more on the DM’s discretion and what they have planned for the destination in question.
旅程的终点是最终阶段,当队伍完成所有遭遇并抵达目的地时发生。这被称为抵达,每位玩家需进行一次体质豁免检定,但可将后勤官的体质或智力调整值加到自身结果上。成功将获得等于其等级的临时生命值,失败则承受一级力竭。若全队成功,所有人获得激励点数,但若全队失败则失去激励点数。哨兵掷出等于其感知调整值的 d12(至少 1 个)用于抵达表,并取最高结果。抵达表提供玩家所处环境的一般描述,结果越高,相对安全性越大。例如,1-2 为意外危险,敌对生物已察觉队伍到来,并有一轮准备时间,随后正常进行先攻检定;10-11 为相对安全,允许进行短休;12 及以上为安全,允许进行长休。 与遭遇不同,危险的情况更多取决于 DM 的裁量以及他们对相关目的地的计划。
Additionally, the DM can give out Rewards to PCs for completing a Journey. These can be narrative rewards such as allies or fame gained as a result of the Journey’s Encounters, short-term bonuses such as Inspiration or advantage on Role-based abilities for their next Journey, or even a table of Experience Points to give out based on the Journey Difficulty!
此外,DM 可以为 PC 完成旅程发放奖励。这些奖励可以是叙事性的,如因旅程遭遇而获得盟友或声望;也可以是短期的,如获得激励或在下一次旅程中角色能力上获得优势;甚至可以基于旅程难度提供一份经验值表作为奖励!