NOTÍCIAS D&D 4e

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NOTÍCIAS D&D 4e

Mensagempor Deicide em 28 Fev 2008, 15:28

Eltor Macnol escreveu:Eu acho que ele se refere ao guerreiro 4E, cara.


Ah.
Há incontáveis séculos, houve um reino, Eussey-lah seu nome, que se estendeu por todas as terras do mundo conhecido. Esse tempo acabou quando o rei-destino, Khem, enlouqueceu e quase levou o mundo à ruína. Sete heróis e um oráculo o impediram.

Desde então, grandes heróis e vilões têm mantido o mundo girando a cada geração.


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NOTÍCIAS D&D 4e

Mensagempor Handel em 28 Fev 2008, 15:31

Ficha com as informações sobre a 4ª edição que os participantes da esqueci-o-nome-do-evento receberam:

http://wizards.com/dnd/files/news_20080228.zip

Conteúdo:

SPOILER: EXIBIR
1. Character roles are more clearly defined.

Everyone who’s played D&D knows that there are roles for each character – some characters “tank”, some characters are “artillery”, etc. 4th Edition defines those roles into four types – controller, defender, leader, and striker. Controllers (like wizards) deal with large amounts of enemies at once, favoring offense over defense. Defenders (like fighters and paladins) are the front-line characters that have great defensive abilities and good melee offense. Leaders (like clerics and warlords) are good at aiding other members of the party by healing, inspiring, or protecting them. Strikers (like rangers, rogues, and warlocks) deal large amounts of damage to single targets at one time and quickly move about the battlefield. Most adventuring parties consist of at least one character of each of the roles.

2. Powers give you more combat options.

Clerics chant prayers, wizards incant spells, and fighters attempt exploits. These are all examples of powers – your suite of combat options. Three power sources – arcane, divine, and martial – are presented in the Player’s Handbook. Each character class draws abilities from one of these power sources: clerics and paladins use divine powers (prayers), warlocks and wizards use arcane powers (spells), and fighters, rangers, rogues, and warlords use martial powers (exploits).
You get a number of powers based on your character’s level. Powers can be used at-will, once per encounter, or once per day depending on the power.
TIP: Use your at-will powers instead of using basic attacks. They’ll frequently do more than just a modest amount of damage to one enemy.

3. Attacker rolls against a static defense.

In 4th Edition, you have 4 defense values – Armor Class, Fortitude, Reflex, and Will. The attacker chooses an attack, rolls 1d20, adds the attack bonus, and calls out the result against the appropriate defense. The defenses are all static numbers, just like Armor Class was in 3rd Edition. Attack actions involve a “to hit” roll against any and all targets, so a power that targets all enemies within 1 square requires a separate attack roll against each enemy affected.
TIP: If you make an attack against multiple targets, you don’t roll damage for each target – just roll that once. It’s best when you attack multiple targets to roll damage first, and then roll your attacks.

4. Standard, move, and minor actions.

Each time it’s your turn, you get one standard, one move, and one minor action. Standard actions are usually attacks, move actions are usually used to move, and minor actions are little things like drawing a weapon or opening a door.
You can always exchange a standard action for a move action or minor action, or a move action for a minor action. There are also free actions, which take almost no time or effort, such as dropping a held item or talking. You can take free actions during your turn or anyone else’s turn, and as many as you like (within reason).
There’s another category of actions called triggered actions – these include opportunity actions (like opportunity attacks) and immediate actions (like a readied action). Your DM can tell you more about those should you need them.

5. Healing gets an overhaul.

Hit points still measure your ability to stay in the fight, but healing’s no longer just the burden of one character anymore. Each character has a certain number of healing surges. Once during each encounter, you can take a standard action called a second wind; this gives you a certain amount of hit points back equal to your healing surge value and gives you a +2 bonus to all your defenses until the start of your next turn. You then tick off one of your healing surges for the day. Some powers (like some cleric prayers) will also heal you your healing surge value, and you’ll tick off your healing surges for them as well. When you run out of healing surges, you’ll want to take an extended rest.
If you’re outside of combat, you can take a short rest and tick off the healing surges you need to heal up damage.
TIP: If you’ve been knocked down a few hit points and can’t decide what to do when it’s your turn, taking a second wind action is a good idea.

6. Short and extended rests.

Resting’s now divided into two groups – short and extended. A short rest lasts 5 minutes, and is a long enough time for you to regain your encounter powers and use healing surges to heal up. An extended rest is akin to “camping” and lasts 6
hours. After an extended rest, you’re fully healed, you have a full compliment of healing surges, you have your daily powers back, and you reset your action points to 1.
TIP: It’s good to take an extended rest when some members in the group are down to about 1 healing surge remaining, or everyone has used all their daily powers.

7. Attack!

Attacks are divided up into a few different types. Melee attacks are those you make usually when you’re adjacent to your target. Ranged attacks can be made at any distance up to the maximum range of the attack; however, if you take a ranged attack next to an enemy you provoke an opportunity attack against you. Close attacks affect an area starting with squares adjacent to you; these attacks don’t provoke an opportunity attack. Area attacks usually affect an area at range; these attacks do provoke opportunity attacks.
Most of the time when you take an attack, you’ll use one of your powers. However, there are some times when you’ll use a basic attack – just a regular old swing of the sword or shot from the bow. These attacks are less powerful than using powers, but they can get the job done. You’ll use a basic attack when you’re charging, making opportunity attacks, or when you use certain powers.

8. Action points give you an extra action.

You begin each adventure with 1 action point, and you can get another one for every 2 encounters that you complete (called a milestone). You can spend 1 action point per encounter to take one extra action on your turn. It can be a standard, move, or minor action.
When you take an extended rest, your action points reset back to 1.
TIP: Make sure to spend action points at least once every other encounter (as often as you earn them), since you can only spend one per encounter.

9. Movement is quick and easy.

Each character has a speed listed in squares. One 1-inch square equals one five-foot square in the game world. When you take a move action, you can move up to the indicated number of squares. Moving from one square to another, even diagonally, costs 1 square of speed. Sometimes terrain will slow you down, costing you more than 1 square of speed – this is called difficult terrain.
Moving away from an enemy adjacent from you usually provokes an opportunity attack. However, you can also use a move action to shift; this lets you move one square without suffering an opportunity attack from adjacent enemies.
TIP: If you need to get somewhere fast, you can run as a move action. This gives you +2 speed for your move, but you grant any attackers combat advantage until the beginning of your next turn.

10. Saving throws are straightforward.

Sometimes your character will be hit by an ongoing effect, like taking poison damage or being immobilized. When this happens you’ll usually get to make a saving throw to remove the
effect at the end of your turn. Saving throws are simple – just roll 1d20. If you roll a 10 or higher, you’ll end the effect. If you roll a 9 or lower, the effect will usually continue until you have to make another saving throw at the end of your next turn.
Some characters have bonuses that can be applied to certain types of saving throws, and some powers grant modifications to saving throws as well.

11. Durations are easy to manage.

Most effects that have durations (usually imparting a condition on the target) last either until the target makes a saving throw to ward it off, or until the end of the next turn of the attacker that caused the nasty effect. A few effects have durations that last through the entire encounter. No more tracking rounds to determine when your effect ends!

12. Reach (usually) isn’t as threatening.

Reach (possessed by some monsters and weapons) is only “active” on the attacker’s turn. Otherwise, attackers with reach function just like those without reach. This is usually most relevant when determining the area a character or monster
threatens.
TIP: Watch out for the few creatures with threatening reach – they can threaten more than just squares adjacent to
them.

13. A trio of “c” rules you might want to know.

• Combat Advantage – This gives you a +2 bonus to attack rolls when you’re flanking, or when the target is under one of a number of conditions (dazed, surprised, etc.).
• Cover – If an enemy has cover, you get a -2 penalty to attack rolls against it. Your allies don’t provide cover, but enemies do. There’s also no penalty for making ranged attacks into melee.
• Charging – This is a standard action. Move up to your speed, and make a basic attack. You get a +1 bonus on the attack roll. You have to move at least 2 squares from your starting position, and you must charge to the nearest square from which you can attack your target. You can’t charge if the nearest square is occupied, but you can charge over difficult terrain (it just costs you extra movement).
Handel
 
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NOTÍCIAS D&D 4e

Mensagempor arghsupremo em 28 Fev 2008, 15:33

Nesse blog que passaram ai em cima http://ddxp.tumblr.com/ tem uma ficha e os atributos parecem iguais aos da 3.5rd. Não iam mudar?
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NOTÍCIAS D&D 4e

Mensagempor ShinRyuu em 28 Fev 2008, 15:33

Kathra Ironforge
Female Dwarf Fighter
Level 1
Unaligned
Str 16, Con 18, Dex 12, Int 10, Wis 14, Cha 8
AC 19, Fort 16, Ref 13, Will 12
Ini +1, Spd 5
HP 33, Bloodied 16
Healing Surge 8 HP healed, 13 per day
Warhammer +6 vs AC; 1d10+3; Versatile (+1 damage when 2 handed)
Handaxe +6 vs Ac; 1d6+3; 5 squares normal, ?? squares ??
Feats: Dwarven Weapon Training
Skills: Passive Insight 12, Passive Perception 12, Acrobactics -1, Athletics +6, Endurance +9, Heal +7, Insight +2, Perception +2, Stealth -1, Streetwise +4
Exploits (Martial Powers): See back of character sheet
Equipment: Scale armor, heavy shield, warhammer, 2 handaxes, backpack, bedroll, flint and steel, belt pouch, ???, 50 ft. of hempen rope, ???
* Race and Class Features
???
Dwarven Resilience ???
Stand Your Ground ???
Combat Challenge ???
Combat Challenge ???
Combat Superiority ???
Languages: Common and Dwarven
Low-Light Vision
Note: ???

Edit: Formatação
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NOTÍCIAS D&D 4e

Mensagempor ShinRyuu em 28 Fev 2008, 16:06

Nesse blog que passaram ai em cima http://ddxp.tumblr.com/ tem uma ficha e os atributos parecem iguais aos da 3.5rd. Não iam mudar?


É a segunda vez que eu falo a você que aquilo foi viagem da galera, que nos stats dos monstros tem +1/2 do nível pra fins de perícias e poderes. :linguinha:
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NOTÍCIAS D&D 4e

Mensagempor Youkai X em 28 Fev 2008, 16:17

É impressão minha ou os aventureiros de primeiro nível na 4E são bem mais poderosos que nas edições anteriores? (achei bom isso, pra falar a verdade)
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NOTÍCIAS D&D 4e

Mensagempor ShinRyuu em 28 Fev 2008, 16:19

Pontos principais da anã guerreira:

Armas:
Versátil: +1 ao dano quando empunhada com 2 mãos.
Warhammer 1d10
Handaxe 1d6

Anão guerreiro tem Dwarven Resilience, Stand your Ground, 2x Combat Challenge e Combat Superiority.

Fighter:
HP 15 + Con (valor) no 1º nível
Healing Surge 9 + Con /dia.
Bônus base: Fort +2, Ref +2 (pode ser pelo escudo, entretanto), Ataque +3
AC +8 não-identificado
-2 a Acrobatics, Athletics e Stealth por scale mail & heavy shield.
Perícias de classe (5): Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Streetwise (Wis).

**

Tira Duskmeadow
Female Half-elf Warlock
Level 1, Unaligned
Str 10, Con 16, Dex 11, Int 15, Wis 8, Cha 18
AC 15, Fort 13, Ref 13, Will 15
Ini +0, Spd 6
HP 28, Bloodied 14
Healing Surge 7 HP Healed, 9 per day
Dagger +3 vs AC (+3 thrown); 1d4; 5 squares normal/10 squares ???
Eldritch blast +4 vs Reflex; 1d10+4; 10 squares
Feats: Action Surge (+1 to attacks on actions gained from action points)
Skills: Passive Insight 16, Passive Perception 9, Acrobatics +0, Athletics +0, Bluff +9, Insight +6, Perception -1, Stealth +0, Streetwise +9, Thievery +5
Spells (Arcane Powers): See back of character sheet.
Equipment: Leather armor, 3 daggers, wand, backpack, bedroll, flint and steel, belt pouch, 2 ???, 10 days trail rations, 50 lb. of hempen rope, waterskin.
* Race and Class Features
Group Diplomacy: Grant allies within 10 squares a +1 racial bonus to Diplomacy skill checks.
Fey Pact: ???
Prime Shot: if one of your allies are nearer to your target than you are, gain a +1 to ranged attacks against the target.
Shadow Walk (move 1+ squares away on your turn, gain concealment until the end of your next turn)
Warlock's Curse: ??
Languages: Common, Elven and Goblin
Low-Light Vision

Edit: Corrigido dagger thrown e adicionado Shadow Walk
Editado pela última vez por ShinRyuu em 28 Fev 2008, 16:36, em um total de 1 vez.
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NOTÍCIAS D&D 4e

Mensagempor Handel em 28 Fev 2008, 16:19

Descaradamente copiado de um post da EN World:
(Poderes do Half-elf Warlock)

Eldritch Blast Warlock (all) Attack 1
At Will * Arcane, Implement
Standard Action
Ranged 10
Target: 1 creature
Attack +4(CHA provavelmente) vs Reflex
Hit 1d10+4(CHA)
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack you can use this power.

Eyebite Warlock (Fey) Attack 1
At Will * Arcane, Charm, Implement, Psychic
Standard Action
Ranged 10
Target: 1 creature
Attack +4(CHA provavelmente) vs Will
Hit 1d6+4(CHA) psychic and invisible until your next turn

Ray of Frost Wizard Attack 1
At Will * Arcane, Cold, Implement
Standard Action
Ranged 10
Target: 1 creature
Attack +2(INT provavelmente) vs Fortitude
Hit 1d6+2(INT) cold and target slowed until end of your next turn

Witchfire Warlock (Fey) Attack 1
Encounter * Arcane, Fire, Implement
Standard Action
Ranged 10
Target: 1 creature
Attack +4(CHA provavelmente) vs Reflex
Hit 2d6+4(CHA) fire and target -4 attack until end of your next turn

Curse of the Dark Dream Warlock (Fey) Attack 1
Daily * Arcane, Charm, Implement, Psychic
Standard Action
Ranged 10
Target: 1 creature
Attack +4(CHA provavelmente) vs Will
Hit 3d8?+4(CHA) psichic and slide target 3 squares.
Sustained Move?: Slide the target 1 square whether you hit or miss (save ends?)
Editado pela última vez por Handel em 28 Fev 2008, 16:32, em um total de 1 vez.
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NOTÍCIAS D&D 4e

Mensagempor ShinRyuu em 28 Fev 2008, 16:20

Youkai, com certeza são. Têm mais HP e mais poderes.

Edit: A habilidade racial da anã que eu não tinha identificado é a seguinte:

Cast from Stomach (+1 to saving throws vs. poison)
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NOTÍCIAS D&D 4e

Mensagempor CF em 28 Fev 2008, 16:56

Não seria "cast iron stomach"?

Não ví a fonte. Estou apenas supondo.
[]'s
Carlos Frederico "Spellcaster" F M Veiga

E não se esqueçam de visitar o meu site: http://www.covil.org
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NOTÍCIAS D&D 4e

Mensagempor ShinRyuu em 28 Fev 2008, 16:59

CF: Perfeito! Também estava achando estranho!

Consolidação atualizada:

Feats:
Action Surge (+1 to attacks on actions gained from action points)
Dwarven Weapon Training

Perícias:
-2 a Acrobatics, Athletics e Stealth por scale armor & heavy shield.

Armas:
Versátil: +1 ao dano quando empunhada com 2 mãos.
Warhammer 1d10
Handaxe 1d6

Poderes:
Meio-elfo warlock pegou um poder "at-will" de mago sem feat nem nada. O poder usar Int em vez de Car.

Anão:
Spd 5
Cast Iron Stomach (+1 to saving throws vs. poison)
Dwarven Resilience (use second wind twice per encounter)
Low-Light Vision

Half-Elf:
Spd 6
Group Diplomacy (grant allies within 10 squares a +1 racial bonus to Diplomacy skill checks.)
Prime Shot (if one of your allies are nearer to your target than you are, gain a +1 to ranged attacks against the target)
Insight +2
Low-Light Vision

Fighter:
Bônus base: Fort +2, Ref +2 (heavy shield?), Ataque +3
AC +8 não-identificado (scale armor & heavy shield)
PV 15 + Con (valor) no 1º nível
Healing Surge 9 + Con /dia, 8 PV.
Perícias treinadas (5): Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Streetwise (Wis).
Habilidades do 1º nível: Stand your Ground, 2x Combat Challenge e Combat Superiority.

Warlock:
Bônus base: Ref +3, Will +6, Ataque +3. (Algo muito estranho aqui!)
AC +5 não-identificado (leather armor)
PV 12 + Con (valor) no 1º nível
Healing Surge 6 + Con /dia, 7 PV.
Eldritch Blast: Car vs. Ref; 1d10 +Car; 10q.
Perícias treinadas (4): Bluff, Insight, Streetwise, Thievery
Habilidades do 1º nível: Fey Pact, Shadow Walk, Warlock's Curse
Editado pela última vez por ShinRyuu em 28 Fev 2008, 17:05, em um total de 1 vez.
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NOTÍCIAS D&D 4e

Mensagempor Eltor Macnol em 28 Fev 2008, 17:04

Cast from stomach

:rolando:
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Eltor Macnol
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NOTÍCIAS D&D 4e

Mensagempor ShinRyuu em 28 Fev 2008, 17:11

Eltor: Seria cômico se a resistência dos anões a veneno fosse por uma capacidade de vomitar o que não presta no organismo... xD

Outro char:

Skamos Redmoon
Male Tiefling Wizard
Level 1, Unaligned
Str 10, Con 10, Dex 14, Int 20, Wis 9, Cha 12
AC 15, Fort 10, Ref 15, Will 13
Ini +2, Spd 6
HP 20, Bloodied 10
Healing Surge 5 HP Healed, 6 per day
Dagger +3 vs. AC (+3 thrown); 1d4 (1d4+2 thrown); 5 squares normal/10 squares max
Magic Missile +5 vs Reflex; 2d4+5; 20 squares
Feats: Skill Training: Stealth (already added)
Skills: Passive Insight 9, Passive Perception 9, Acrobatics +2, Arcana +10, Athletics +0, History +10, Insight -1, Nature +10, Perception -1, Stealth +9
Spells (Arcane Powers): See back of character sheet.
Equipment: ? daggers, wand, spellbook, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10-days' trail rations, 50 lb. of hempen rope, waterskin.
*Race and Class Features*
Bloodhunt (+1 racial bonus to attacks vs. bloodied foes)
Fire Resistance (resist fire 5)
Infernal Wrath (see back)
Arcane Implement Mastery: Wand of Accuracy (once per encounter as a free action, gains a +2 bonus to an attack roll, you mus be wielding your wand)
Cantrips (see back)
Ritual Casting (can use rituals)
Spellbook (when you begin the adventure, and after each extended rest, pick one of two daily spells - you can use that spell until you select again after an extended rest)
Languages: Common, Elven, and Goblin
Low-Light Vision
Note: Some race and class features are already added into the character's statistics and are not listed on the sheet.
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NOTÍCIAS D&D 4e

Mensagempor Handel em 28 Fev 2008, 18:33

Falta a ficha de um rogue, para podermos "afirmar" se o Modificador de Inteligencia adiciona mais pericias treinadas ou não o.O

Edit: Ahn... pelo jeito não... Wiz com Int 20 e 4 pericias treinadas... :P
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NOTÍCIAS D&D 4e

Mensagempor ShinRyuu em 28 Fev 2008, 18:51

**Exploits**
Your powers are called exploits, since they are from the martial power source. Your powers requer you to use a weapon.

*At Will Powers*

Cleave; Fighter Attack 1
You hit one enemy, then cleave into another.
At Will * Martial, Weapon
Standard Action; Melee weapon
Target One creature
Attack: +6 vs AC
Hit: 1d10 + 5 damage (if using handaxe 1d6 + 5 damage) and an enemy adjacent to the target takes 3 damage.

Tide of Iron; Fighter Attack 1
At Will * Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be using a shield
Target One creature
Attack: +6 vs AC
Hit: 1d10 + 5 damage (if using handaxe 1d6 + 5 damage) and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the square that the target originated.

*Encounter Power*

Passing Attack; Fighter Attack 1
You strike at one fow and allow momentum to carry you forward into a second strike against a second foe.
Encounter * martial, Weapon
Standard Action; Melee weapon
Primary Target: One creature
Attack: +6 vs. AC
Hit: 1d10 + 5 damage (if using handaxe 1d6 + 5 damage), and you can shift 1 square. Make a secondary attack.
Secondary Target: One creature other than the primary target.
Secondary Attack: +8 vs. AC
Hit: 1d10 + 5 damage (if using handaxe 1d6 + 5 damage)

*Daily Power*

Brute Strike; Fighter Attack 1
You shatter armor and bone with a ringing blow.
Daily * Martial, Reliable, Weapon
Reliable: If you miss with this power, you do not expend its use.
Standard Action; Melee weapon
Target: One creature
Attack: +6 vs. AC
Hit: 3d10 + 5 damage (if using handaxe 3d6 + 5 damage)
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