NOTÍCIAS D&D 4ª Edição

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NOTÍCIAS D&D 4ª Edição

Mensagempor Styker em 06 Mai 2008, 22:57

Vai virar tudo poder... :P
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Homens de Verdade não precisam de justificativa para matar coisas – a necessidade é óbvia.
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Styker
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor ShinRyuu em 06 Mai 2008, 23:00

Bem, já sabemos que Sun Elf será Eladrin e Moon e Wood Elves serão Elfos. Acho que até Green/Wild Elves também serão Elfos. Dos que eu conheço, ficam faltando só os Avariel e os aquáticos...
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ShinRyuu
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor Elven Paladin em 07 Mai 2008, 01:56

Shyn

Na verdade, os "Lunáticos" e os "Ensolarados" serão Eladrins, e aposto minhas fichas que os "Estrelados" também, já que eles descendem de Elfos da Lua ( Ops, Eladrins da Lua :b ). Já os Elfos Selvagens e da Floresta serão Elfos. O caso a parte seriam os Avariel. Tecnicamente, eles são aparentados com os Lythari e os Elfos da Floresta ( A primeira leva de elfos para Faerun ), o que daria para incluí-los como Elfos, mas convenhamos que eles são distintos o bastante para não se encaixar em tal classificação. E a própria definição de Elfo é problemática, já que os Selvagens não tem origem extraplanar, como as outras, e sim se originaram de uma mistura de Elfos do Sol, da Lua ( Eladrins ) e da Floresta ( Elfos ). E, por correção: Os Green Elves são os Elfos da Floresta. Os Selvagens são os Copper Elves.

Claro, isso partindo da (estúpida) suposição que os autores da 4E estão levando o Realmslore em conta :cool:
"Eu não sou católica, mas considero os princípios cristãos - que tem suas raízes no pensamento grego e que, no transcorrer dos séculos, alimentaram todas as nossas civilizações européias - como algo que uma pessoa não pode renunciar sem se aviltar" Simone Weil

When you decide to grant power to government, start by thinking "What powers would I allow the government to have over me if I knew that my worst enemy in the world was going to be in charge of this government?" - Hastings & Rosenberg.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Wykthor em 07 Mai 2008, 07:05

Artigo da Wizards sobre armas

Excerpts: Weapons
4th Edition Player's Handbook

Weapons are an essential part of the D&D game. They’re the "sword" in "sword & sorcery".

Older versions of the D&D game allowed you to be proficient with a few specific weapons, growing in the number of such skills you advanced in level. When you weren’t proficient with a particular weapon, you took a penalty on attack rolls with it. Weapons had varying levels of effectiveness based on size, speed factor, damage against targets of different sizes, and even against differing sorts of armor.

In 3E, the game embraced an appealing level of complexity. It did away with some of the esoteric weapon systems of older editions, but it kept enough nuances to define each weapon as specifically as possible. Weapon categories—simple, martial, exotic, and improvised—became the major means of defining proficiency. As the game developed, new rules as well as rules resurrected from older editions played on the differences and similarities among weapons.

The 4th Edition D&D game took all these thoughts about weapons and considered them. For the new game, it was decided that weapons had to be complex enough to be interesting, as with 3E. But the rules also had to be easy to use in design, in character creation, and in play—even easier than in 3E.

Here are some of the ways concepts evolved into what you’ll see in 4E’s weapons:

* Weapon Categories: Just like in 3E, weapon categories tell you how a weapon is used. We retained the 3E concepts of the simple to exotic gamut (albeit with different names), because they’re very useful concepts for defining the broad levels of proficiency most characters classes have. Whether a weapon is melee or ranged matters for using powers. We also used whether a weapon is one-handed or two-handed to help define how weapons function for Small characters. Size matters, but not enough to overcomplicate the weapon rules.

* Weapon Groups: We created these broad groups, which also function as keywords, to interact well with other game elements. It’s easier if a designer can rely on a group keyword to say, “This feat does X if you’re wielding an axe,” or “If you’re wielding a light blade, this power also does X.” You’ll care about these groups when you’re selecting feats and powers. The preview tells you that some powers and feats require a weapon from a certain group. However, other powers simply function better when you’re using a weapon from the appropriate group. This fact helped us create thematic feats and powers based on how we imagine weapons functioning in heroic fantasy.

* Weapon Properties: If you try throwing this melee weapon, what are the considerations? Can that weapon be used in your off-hand? How long does it take to load this projectile weapon? What happens when you use that one-handed weapon with two hands? We created weapon property keywords to help answer such questions at a glance. For instance, the thrown weapon properties allow a weapon to cross the line between melee and ranged. The words light or heavy defines whether you use Dexterity or Strength, respectively, to throw the weapon. All that information is stored in two words.

* Proficiency: The truism that skill matters met the idea that just about anyone can swing a sword and hurt someone. These combined with the 4E philosophy (unlike older versions of the D&D) that—whenever possible—lack of skill doesn’t penalize your roll; skill enhances your effectiveness instead.



Weapons

When you confront villains and monsters in their lairs, you often end up in situations that can be resolved only with arms and magic. If you don’t have magical powers, you had better have a weapon or two. In fact, you might want a weapon to back up or even augment your powers.

Weapon Categories

SPOILER: EXIBIR
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Weapons fall into four categories. Improvised weapons aren’t weapons you train with—they’re objects you pick up to hit someone with. Punching or kicking someone is also considered an improvised weapon. Simple weapons are basic, requiring little more skill than lifting and hitting with the business end. Military weapons are designed for skilled users. Balance and precision are important factors when using military weapons, and someone without the proper training can’t use them effectively. Superior weapons are even more effective than military weapons but require special training to use. You can learn to use a superior weapon by taking the Weapon Proficiency feat.

Weapons in all four categories are further categorized as melee weapons, which you use to attack foes within reach of the weapon, or ranged weapons, which you use to fire at more distant enemies. You can’t use a ranged weapon as a melee weapon. A melee weapon with the heavy thrown or the light thrown property counts as a ranged weapon when thrown and can be used with ranged attack powers that have the weapon keyword.

Finally, weapons are classified as either one-handed or two-handed. A one-handed weapon is light enough or balanced enough to be used in one hand. A two-handed weapon is too heavy or unbalanced to use without two hands. Bows and some other weapons require two hands because of their construction.

Some one-handed weapons are light enough for you to use in your off hand while holding another one-handed weapon in your other hand. Doing this doesn’t let you make multiple attacks in a round (unless you have powers that let you do so), but you can attack with either weapon. Other one-handed weapons are large enough that you can keep a good grip on them with two hands and deal extra damage by using them as two-handed weapons.


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Choosing Weapons

If you belong to a class whose powers don’t include weapon keywords, just pick weapons that you’re proficient with and that you’d like to use. If you’re a fighter or a member of any other class that has powers linked to particular weapon groups, you care more about weapons than other characters might. Be sure to consider the powers you’d like to use when choosing your weapons, and vice versa.

You want to have an option for melee combat as well as ranged combat, even if you’re not as effective at one or the other. Be sure to choose at least one of each kind of weapon. When that flying monster makes its getaway, you don’t want to be left standing around with nothing to do but hurl insults at it.

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Weapon Groups

Weapon groups are families of weapons that share certain properties. They’re wielded similarly and are equally suited to certain kinds of attacks. In game terms, some powers and feats work only when you’re attacking with a weapon in a specific group.

If a weapon falls into more than one group, you can use it with powers that require a weapon from any of its groups. For example, the halberd is both an axe and a polearm, so you can use it with powers that give you an additional benefit when you wield an axe or a polearm.


* Axe
* Bow
* Crossbow
* Flail
* Hammer
* Heavy Blade
* Light Blade
* Mace
* Pick
* Polearm
* Sling
* Spear
* Staff
* Unarmed


Weapon Properties

Weapon properties define additional characteristics shared by weapons that might be in different groups.

Heavy Thrown: You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A ranged basic attack with a heavy thrown weapon uses your Strength instead of your Dexterity for the attack and damage rolls.

High Crit: A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.

Light Thrown: A ranged basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don’t deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.

Load: Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the Ranged Weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.

Off-Hand: An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can’t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.

Reach: With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.

Small: This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can’t normally use two-handed weapons.

Versatile: Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed and doesn’t deal extra damage.


***Be sure to return Friday for an extensive May Previews article that looks inside all three core rulebooks!***

Fonte: http://www.wizards.com/default.asp?x=dnd/4ex/20080507a


Outra notícia é a imagem do dia no site da WotC. O link da imagem grande não está funcionando no momento, por isso segue a urlque mostra as imagens menores.A última é a de hoje, um manticore (gostei):

http://www.wizards.com/default.asp?x=dn ... artpreview


Finalmente, uma entrevista mostra alguns detalhes da aventura Keep on the Shadowfell

The town of Winterhaven stands watch over a ruined keep that was once a bastion of good in the realm. This keep overlooks the Shadow Rift, a dark scar in the world that was once a gateway to the Shadowfell but has been dormant for many years. Now, an evil cleric of Orcus, Demon Lord of the Undead, seeks to re-open the gate, and the only thing standing in his way is a small yet determined band of heroes.

Wizards of the Coast: H1: Keep on the Shadowfell comes out this May… with the “H” standing for the Heroic Tier, as the adventure is set for levels 1-3; so for many folks, this will formally kick off their 4th Edition campaigns. But before we talk about the adventure itself, let’s talk about the fact that Keep on the Shadowfell will be the first 4th Edition product for sale—why release the adventure in May before the core rulebooks in June?

Bruce Cordell: D&D is about adventuring. What better way to get players introduced to the new edition than with an adventure they can jump right into? This first adventure has quick-start rules and pre-printed character sheets that’ll allow DMs a minimum of trouble in getting their game off to a great start.

Mike Mearls: You can also think of the adventure as a test drive before getting the full game. When you play through the adventure, you have a chance to learn all the rules, then you can leap right into a full blown campaign when the three core rulebooks come out. Since you already know the basics, there's not much of a learning curve for the full game.

Wizards: As the first official 4E adventure for many folks (aside from those who attended D&D Experience), what types of threats and challenges were you interested in presenting? In other words, what do you want players and DMs to learn and experience in 4th Edition through this adventure?

Bruce: I’m most interested in displaying how well the rules suit the kind of play people want to experience, both fighting and roleplaying. I want players to be thrilled when they realize just how their characters and the powers available to them work, and I want DMs to have the same kind of thrill when they realize how much easier it is to run an encounter with 4E monsters already sorted and designed to fill specific roles.

Mike: I really wanted to show off how the flavor of kobolds or goblins comes through in their new mechanics and custom-made variants we included in the Monster Manual. I hope that players feel like the fight with the goblins feels more like how a goblin fight should than ever before.

Wizards: A three-part question rolled into one: As a 4th Edition adventure, in what ways does Keep on the Shadowfell differ from a 3rd Edition adventure—first, in terms of playing through it as a player? Second, in terms of running it as a DM? And finally, in terms of designing it?

Bruce: First off, it’s a new adventure and a new story. It launches the first loosely-connected story path of the edition. As a player and DM, I touched above on the mechanical differences—however, those used to playing D&D will find much that’s familiar, too. The same is true on the design side. There is a lot of familiarity when it comes to writing the story of an adventure. However, the thing that really makes it easier for a DM is also the same thing that makes it easier for a designer—the monsters come in such a plethora, each one suited to a particular role in a melee, that it would be hard not to design a balanced encounter.

Wizards: As for the adventure itself, what can you tell us about it—beyond the introduction above, what should players prepare themselves for? And which parts of the adventure did you each design, or was it more of a collaborative effort all the way through?

Bruce: The adventure design was very collaborative. We kicked off the process months ahead of time in a meeting where we roughed out the general idea of the story, how we wanted to use battle maps (and how those battle maps would tie into the story). Then we each took various chunks when the time to write came ‘round.

Mike: Players should be ready for a full blown adventure, not a simple dungeon crawl. We designed encounters that take place back at the “home base” to give the adventure a good story and a good flow. While exploring the dungeon is an important part of the adventure, we wanted to give a complete package, not just a series of connected rooms.

Wizards: The first adventure for 3rd edition, Sunless Citadel—penned by no other than Bruce Cordell—featured kobolds as one of the monsters that adventurers would face. Kobolds make a return in Keep on the Shadowfell, but indicative of 4th Edition monsters, how are these 4th Edition kobolds different from 3rd Edition kobolds?

Bruce: In 3E, a kobold was a kobold. You could apply templates or classes with some effort, and distinguish different kobolds by personality (hello Meepo, I’m looking at you). In 4E, right off the bat you get several pre-designed kobolds handed to you, of different power levels. Saved are the nitpicking hours of coming up with new stat-blocks—now personality can be focused on exclusively, if that’s the way you want to go (no, Meepo will stay with Sunless Citadel). Of course, there are customization possibilities still available; they just aren’t required right out of the starting blocks.

Wizards: While Sunless Citadel gave us Meepo, who is this Splug character in Keep on the Shadowfell (already a popular NPC among internal playtesters)?

Mike: Splug is an iconic character I've used in dozens of D&D adventures over the years, and in keeping with the idea of making this more than just a dungeon, I added him in to give roleplayers someone with whom to interact. Splug should be a fun character for DMs who like playing borderline outrageous NPCs. He provides some comic relief, but he's also not the kind of guy you want to leave in position to stab you in the back.

Wizards: Orcus happened to be the codename for 4th Edition, back in its early stages. Was it happy coincidence that followers of Orcus appear in this adventure, or was it indeed a conscious nod?

Bruce: Conscious decision.

Wizards: As the title is Keep on the "Shadowfell", what can you tell us about Shadowfell? We’ve seen an introduction in Worlds and Monsters, but how does the Shadowfell factor into the adventure, and how does it interact with the game’s setting?

Bruce: This is from the intro: “Realms, both wondrous and dire, border the world. One such realm is the Shadowfell. Although not inherently evil, the Shadowfell is fraught with dangers, and the barrier between worlds can be thin. Sometimes the darkness breaks into the light.”

I think you can see where this is going ;-). Anyhow, one of the goals of this adventure is to foreshadow potential later adventures related to this one.

Wizards: Finally, this is but part 1 in the H series. Following Keep on the Shadowfell, where can we expect the series to take players next, if you’d be able to set up H2 Thunderspire Labyrinth (Mike, we notice your name as one of H2’s designers as well!)?

Mike: For H2, and as you'll see in H3, we tried to come up with a central concept for the adventure that the plot and story could hang on. In H2, we created an Underdark trading post of sorts, a tense neutral ground that draws some cues from Skullport in the Forgotten Realms. That's the jumping off point for a series of expeditions into an underground, ruined minotaur city.
Editado pela última vez por Wykthor em 07 Mai 2008, 20:56, em um total de 1 vez.
Victor Caminha

Co-autor de "Mítica - Desbravando o Oriente"

Arquivos de Mítica: Cosmologia do cenário, Errata de "Mítica - Desbravando o Oriente"

Bestiário: Sentinela Nacarita, Druhak, Centauro da Lua Nova (Lápito), Kurapsu
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Wykthor
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor Deicide em 07 Mai 2008, 09:27

Seguiram uma lógica legal para mostrar as armas. Fiz algo bem parecido no meu sistema, usando palavras-chaves para descrever as habilidades de cada arma.
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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Deicide
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor ShinRyuu em 07 Mai 2008, 10:14

Na verdade, os "Lunáticos" e os "Ensolarados" serão Eladrins


Hum, então mudou... já faz um tempão que vi dizerem que os lunáticos seriam elfos em vez de eladrins, mas não tenho acompanhado as notícias de FR tão de perto.

E, por correção: Os Green Elves são os Elfos da Floresta. Os Selvagens são os Copper Elves


Tem certeza? Quando eu mestrava FR, tinha um wood elf/copper elf que era daquele que tem Des +2, Int -2, Car -2. Da minha memória, o elfo verde é o selvagem.

Quanto às armas, ainda acho esquisito o negócio da arma de duas mãos dar só +1 ao dano. Mas entendo que faz parte do princípio de manter os stats sob controle, sem inflar demais. A questão de lutar com duas armas depender completamente de poderes é outra medida de controle: assim, eles podem definir de forma mais amarrada quais serão as penalidades e os benefícios, como quantas vezes você vai aplicar seu bônus de Força ao dano. O problema é que aqui já incomoda até as MINHAS sensibilidades a favor da simulação, e eu sou relativamente tolerante quanto a isso.

Também me incomoda esse negócio de não poder fazer AdO com reach (só adjacente).
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ShinRyuu
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor WillDice em 07 Mai 2008, 13:20

ShinRyuu escreveu:Quanto às armas, ainda acho esquisito o negócio da arma de duas mãos dar só +1 ao dano. Mas entendo que faz parte do princípio de manter os stats sob controle, sem inflar demais. A questão de lutar com duas armas depender completamente de poderes é outra medida de controle: assim, eles podem definir de forma mais amarrada quais serão as penalidades e os benefícios, como quantas vezes você vai aplicar seu bônus de Força ao dano. O problema é que aqui já incomoda até as MINHAS sensibilidades a favor da simulação, e eu sou relativamente tolerante quanto a isso.

Também me incomoda esse negócio de não poder fazer AdO com reach (só adjacente).

Também estranhei, mas acredito que teremos poderes/talentos para dar mais dano com armas de duas mãos e fazer AdO de longe.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Wykthor em 07 Mai 2008, 18:12

Alguns detalhes sobre a aventura Keep of the Shadowfell:

Just got the store preview copy of Keep on the Shadowfell
The included pregens are:

Dwarf Fighter: Maul (2-handed), dagger, Scale mail
Halfling Rogue: Daggers, leather
Human Wizard: Quarterstaff, wand
Half-Elf Cleric: Mace, crowwsbow, Chain Mail
Dragonborn Paladin: Longsword, javelin, Heavy Plate, Heavy Shield

The adventure is an 80 page book, including front cover. Full color throughout, includes small shots of poster maps as encounter keys. Also includes a couple of non-tactical maps (like a map of the area, map of a walled village.)

The 3 double-sided poster maps cover dungeon and wilderness encounter areas.

The Quick-Start Rules booklet is 16 pages, including front cover. Ten pages are the pregens, which include level-up info for 2nd and 3rd levels. The other 5 pages are pretty much what we have seen from the DDXP demos.

(...)

Yes, rules are embedded in the adventure. There is a chart for Attack Modifiers, a page of combat conditions, 2 pages on using skills and DCs including nearly a fulll column on Knowledge Skills. (By the way, Intimidate is against the target's Will defense).


Fonte: http://www.enworld.org/showthread.php?t=225592
Victor Caminha

Co-autor de "Mítica - Desbravando o Oriente"

Arquivos de Mítica: Cosmologia do cenário, Errata de "Mítica - Desbravando o Oriente"

Bestiário: Sentinela Nacarita, Druhak, Centauro da Lua Nova (Lápito), Kurapsu
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Wykthor
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor how em 07 Mai 2008, 18:32

Colegas de fórum, por favor não me ataquem por este post, mas estou com pressa. Eu e um amigo estamos nesse exato momento esperando para começar uma sessão de jogo, e temos uma dúvida... para parar com a discussão do grupo:

A WoTC vai continuar a publicar material do D&D 3.5?
Eu acho que não, meu amigo acha que não, mas o mestre e os outros dois jogadores (que estão vindo para cá neste exato momento) acham que sim.

Desculpe se está em outro lugar. Não tenho tempo para procurar MESMO.
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how
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor Lune em 07 Mai 2008, 18:41

A WoTC vai continuar a publicar material do D&D 3.5?

Definitivamente não.
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Lune
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor Styker em 07 Mai 2008, 18:57

how escreveu:Colegas de fórum, por favor não me ataquem por este post, mas estou com pressa. Eu e um amigo estamos nesse exato momento esperando para começar uma sessão de jogo, e temos uma dúvida... para parar com a discussão do grupo:

A WoTC vai continuar a publicar material do D&D 3.5?
Eu acho que não, meu amigo acha que não, mas o mestre e os outros dois jogadores (que estão vindo para cá neste exato momento) acham que sim.

Desculpe se está em outro lugar. Não tenho tempo para procurar MESMO.


Ela ja parou faz tempo...
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Homens de Verdade não precisam de justificativa para matar coisas – a necessidade é óbvia.
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Styker
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor Elven Paladin em 07 Mai 2008, 19:09

Tem certeza? Quando eu mestrava FR, tinha um wood elf/copper elf que era daquele que tem Des +2, Int -2, Car -2. Da minha memória, o elfo verde é o selvagem.


Você está certo, eu cometi um erro tremendo nessa parte. My bad.
"Eu não sou católica, mas considero os princípios cristãos - que tem suas raízes no pensamento grego e que, no transcorrer dos séculos, alimentaram todas as nossas civilizações européias - como algo que uma pessoa não pode renunciar sem se aviltar" Simone Weil

When you decide to grant power to government, start by thinking "What powers would I allow the government to have over me if I knew that my worst enemy in the world was going to be in charge of this government?" - Hastings & Rosenberg.
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Elven Paladin
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor Tower Keeper em 08 Mai 2008, 01:59

Estou ansioso para saber o seguinte:
1) Quais os idiomas de D&D que foram mantidos na 4E?E quais compõem a lista dos "extintos"? :blink:
2) Em Forgotten Realms,quais as divindades que continuam em cena?Quem foi eleminado?Houve mudanças no status divinos de alguém? :ops:
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Tower Keeper
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor Khelben Arunsun em 08 Mai 2008, 07:40

Sobre os deuses, muito mudou agora, Guardião da Torre. Basicamente, vão ficar poucos deuses (somente os principais). Os outros serão contados como semi-deuses, serviçais dos grandes deuses. Houve mudanças entre os grandes deuses também. A aplaudida morte de Mystra (por quem não gosta do funcionamento do cenário), de Helm, Tyr vai se mandar, Torm vai ascender...
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
- Gary Gygax

"Don't ask me what you need to hit. Just roll the die and I will let you know!"
- Dave Arneson

Dado Mestre A Forja das Almas
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Khelben Arunsun
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor Zoltar em 08 Mai 2008, 08:56

Sobre os deuses, muito mudou agora, Guardião da Torre. Basicamente, vão ficar poucos deuses (somente os principais). Os outros serão contados como semi-deuses, serviçais dos grandes deuses. Houve mudanças entre os grandes deuses também. A aplaudida morte de Mystra (por quem não gosta do funcionamento do cenário), de Helm, Tyr vai se mandar, Torm vai ascender...


No fim das contras vão ficar uns 20 deuses maiores, oque é mais que suficiente.
Forgotten sem uma deusa da magia neutral good e sem os malditos chosen of mystra realmente vai virar uma coisa bem melhor para quem não é fã e acompanha as novelas e etc, com essas mudanças e com o fato de serem só 3 livros (2 se você não contar a aventura) me dá muito mais vontade de comprar os livros de cenário na 4e que eu tive na 3e.
Zoltar
 
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Registrado em: 28 Mar 2008, 19:55

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