A Blizzard vai querer um dim dim!!

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DracoDruida escreveu:Nada mais de imunidades?! HELL YEAH! Nada mais de "O fogo mais quente que a imunidade" e "a imunidade mais resistente ao fogo que queima mais que a imunidade" e assim vai.

psionico_drow escreveu:ai isso tá com muuuuuiiiita Cara de WOW!!!
A Blizzard vai querer um dim dim!!


There are three sample power writeups from the PHB. These are in draft form, and their names will be changed before publication (I personally like the names, along with Feather Me Yon Oaf!)
I'm Batman: a ranged attack gets your opponent's attention and lures it towards you. You then jump up and deliver a follow-up attack.
The Rabble Yammer In Terror: A stinging blow to an enemy causes his allies to shirink back unwilling to get too close to you.
Go Ahead And Hit Me: A glare gives you an edge over foes.
I noticed on the [EN World] boards a discussion about a the term "combat advantage". It's mentioned in the book as a combat modifier gained when your oppponent's defenses are compromised. Example situations are flanking and other special abilities. Rogues can sneak attack when they have combat advantage, which apparently happens a lot.
There's also a discussion on skills - the skill list is half the length it was, with many combined. Open Lock/Sleight of Hand, Knowledge Arcana/Spellcraft/Read Magic, Listen/Spot, Hide/Move Silently all combined into single skills as examples.
Trapfinding is a feat that rogues get for free, but which other characters can take.
A warlock's eldritch blast seems to be flexible, affected by feats - set it afire, hit multiple enemies, turn it into a "force of crawling darkness". They can also use something called soul ruin in melee, short range teleports (and later, teleport enemies closer or farther), delvier curses (cage of blood, emerald coils, turn blood into acid). The warlock's main tools are pacts (fey, infernal, star or vestige) each of which is associated with a bunch of curses, which are per-encounter and deal high damage and/or restrict movement and action; plus the cursed critter takes extra damage from eldritch blast and soul ruin. The class uses "over-the-top" power names (curse of the bloodfang beast, chains of misery).
Alignment: it mentions Good, it mentions Evil and it mentions Unaligned. No reference to Law/Chaos or Neutraility. Most PCs are unaligned, with exceptional ones being champions of good or evil. Alignment's just not as important for most characters.
Wizards have spells and power words. Power words drain your energy and cna be used time and time again. The wizard is designed to "make things go boom". Metamagic and Item Creation feats are gone. Item Creation is now a ritual.
You can grab some basic class abilities if you want to dabble in another class - a wizard could take the Fighter Training feat, or a rogue could take Wizard Training. These allow you to flavor your class but don't dilute it.
Schools are heavily redesigned: lots of stuff moved to rituals (Abjuration's long term wards and restorative spells, Conjuration's teleportation, all of Divination, Enchantment reduced and saved for "future classes", Evocation expanded for more blowing-up potential, Illusions still common, Necromancy nerfed, Transmutation's polymorph gone). School is gone as a mechanical division.
Warlord is confirmed as a martial character.
The paragon path and epic destiny thing - PrC's are gone completely. You pick up your paragon path at 11th level, and your epic destiny at 21st level. You get those abilities as you level up in addition to your main class stuff, not instead of. Some look like old PrCs, and weapon master, prince of knaves and cavalier mentioned. There are currently 12 PPs and "fewer" EDs. The EDs give big benefits and are things like being the right hand man to a god, undying warrior or calling dragons with a wave of your hand.
That's it for now. I'll look some more later this week.





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