NOTÍCIAS D&D 4ª Edição

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NOTÍCIAS D&D 4ª Edição

Mensagempor Tower Keeper em 11 Mai 2008, 22:18

Muito interessante,a imagem do Emerald Orb Wizard,revelada pelo erf_beto. :cool: Contudo,apesar disso,mantenho a colocação que fiz sobre o tamanho da orbe.Como é de conhecimento geral,magos tem duas opções em matéria de arma:cajado ou adaga.Caso viessem a usar uma orbe como a do Emerald Wizard,todos os magos seriam praticamente obrigados a usar apenas adagas para se defender.E o motivo seria óbvio:cajado é uma arma que exige - obrigatóriamente - o uso de ambas as mãos.E isso seria algo impossível de se fazer,a menos que todas as orbes levitem em torno da cabeça do usuário(como fazem as pedras iônicas).Ou então os magos passem a ter quatro braços! :b
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NOTÍCIAS D&D 4ª Edição

Mensagempor WillDice em 11 Mai 2008, 22:21

Bem vindo à 4ª Edição, Tower Keep. Magos não precisam mais de "armas" para se defender "quando acabarem as magias". Toda classe tem seus powers at will.
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NOTÍCIAS D&D 4ª Edição

Mensagempor AKImeru em 12 Mai 2008, 00:46

Quem precisa de armas quando você controla a realidade em torno da materia?
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NOTÍCIAS D&D 4ª Edição

Mensagempor ShinRyuu em 12 Mai 2008, 01:51

Sem falar que algumas magias, como as que antes eram como cones (agora, "blasts"), nem provocam ataques de oportunidade.

A bola é pra ocupar a mão sim, da mesma forma que uma varinha ou um cajado, a depender da especialidade do mago. São seus implementos, que melhoram certas magias de formas específicas.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Wykthor em 12 Mai 2008, 02:30

Excerpt do dia 12/05: Gigantes

SPOILER: EXIBIR
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As a staple of fantasy, giants are instantly recognizable to any player: big, often brutish creatures that look like people, wielding enormous clubs or axes. They make great opponents at any tier of play, and we naturally wanted to keep them in 4th Edition.

However, giants as a group had some problems. Many giants of previous editions suffered from being too similar to each other. Hill giants and stone giants, for example, behaved almost identically in combat and differed only in Armor Class and Intelligence (stone giant elders were a rare exception.) Yet at the same time, giants as a whole had little in common other than being good at throwing and catching rocks, and carrying around sacks filled with random junk. That’s just not enough to hang an entire creature type on.

Later Monster Manuals introduced more interesting kinds of giants, such as the death giant, wrapped in captive souls, and the eldritch giant, a highly intelligent being that could use magic items and spells to devastating effect. The fantastic qualities of such giants made them more distinctive and challenging opponents. As part of the overall 4th Edition design philosophy, we took the best of those ideas to give giants more variety. At the same time, we decided to emphasize the more supernatural aspects of giants as a unifying factor.

The new cosmology, rooted in a great war between the primordial first creators and the gods, offered a way to incorporate giants into the setting. Many existing giants already embodied elemental forces, such as stone, fire, and wind. The natural next step was to make them into elemental beings, the first creatures shaped by the primordials to assist them in their work. This approach actually returned giants to their Classical roots as creatures embodying natural forces. In keeping with that ancestry, titans also became an elemental race, precursors to and creators of the lesser giants. Now a titan isn’t just a big dude with a ton of spell-like powers, but a powerful leader whose nature is closely tied to an element or kind of energy.

Having been forged in the Elemental Chaos, giants moved into other worlds. The fall of the primordials drove their creations into the planes, where they adapted to local conditions and became less closely tied to their origins. Some giants built mighty empires in the world, enslaving the dwarves in so doing. By adding this backstory to dwarves in the implied setting of the game, we were able to provide some roleplaying hooks for that race, as well as better define the roles of elemental dwarflike creatures in the setting, most notably galeb duhr and azers.

A few, such as the death giants, embody their adopted planes more than the elements—but that heritage lives on, along with their memories of ancient power and empire. When the primordials stir, giants are naturally drawn to their side in order to fight once more for control of creation.

Giants are hulking humanoid creatures with fundamental ties to the world, be that bedrock, uncontrollable fires, raging storms, or inevitable death. The first giants were massive titans of fire and frost, storm and stone. These giants labored under primordial lords to shape the newly forming world.

In the eons since the first days, giants have multiplied and moved on, finding places to call their own in planes beyond the Elemental Chaos, including the Shadowfell and the Feywild, and even in the realm of their masters’ deific foes, the Astral Sea. However, giants prefer the world their labor helped create, and giants of every variety can be found upon it. Indeed, when the primordials retreated from the world, one of the first empires of that dawn era was one created by giants, and their slaves were the children of Moradin. But those heady days are long vanished.

Giants and titans tend to lair in extreme environments, including scrublands, mountain peaks, volcanic calderas, and searing deserts. These brutal landscapes remind giants of the Elemental Chaos where their ancestors first drew breath.

Giants as a whole answer to no particular overlord or higher power, nor are they known to cooperate among themselves. Indeed, giant clans often make war each other, though no one except giants know why they fight. However, should ever an imprisoned or lost primordial return to the world, giants of the lineage once loyal to it would obey that ancient one’s command.

Giants have marshaled just so in past primordial awakenings. Giants have long memories and longer oral histories, and most clans await the day they can renew their claim on the world in service to an unstoppable primordial entity.

--Jennifer Clarke Wilkes

Giant

Earth Giant

Creatures of stone and rock, earth giants are mean, uncouth, territorial monsters that often enslave smaller, weaker creatures.

Earth giants live in mountainside caves, as well as valleys, rocky barrens, canyons, and foothills.


Hill Giant
Level 13 Brute
Large natural humanoid (giant)
XP 800
Initiative +5 Senses Perception +7
HP 159; Bloodied 79
AC 25; Fortitude 27, Reflex 21, Will 23
Speed 8
(Melee) Greatclub (standard; at-will) Weapon
Reach 2; +15 vs. AC; 1d10 + 5 damage.
(Melee) Sweeping Club (standard; encounter) Weapon
The hill giant makes a greatclub attack against two Medium or smaller targets; on a hit, the target is pushed 2 squares and knocked prone.
(Ranged) Hurl Rock (standard; at-will)
Ranged 8/16; +15 vs. AC; 2d6 + 5 damage.
Alignment Chaotic evil
Languages Giant
Skills Athletics +16
Str 21 (+11)
Dex 8 (+5)
Wis 12 (+7)
Con 19 (+10)
Int 7 (+4)
Cha 9 (+5)
Equipment: hide armor, greatclub

Hill Giant Tactics
A hill giant hurls rocks at opponents until they close to melee range, at which point it switches to using its greatclub. As soon as two smaller targets come within reach, the giant uses sweeping club to knock them prone. A hill giant is wise enough to flee if hopelessly outmatched.


Earth Titan
Level 16 Elite Brute
Huge elemental humanoid (earth, giant)
XP 2,800
Initiative +7 Senses Perception +9
HP 384; Bloodied 192
AC 31; Fortitude 33, Reflex 27, Will 28
Immune petrification
Saving Throws +2
Speed 6
Action Points 1
(Melee) Slam (standard; at-will)
Reach 3; +20 vs. AC; 2d10 + 6 damage.
(Melee) Double Attack (standard; at-will)
The earth titan makes two slam attacks.
(Ranged) Hurl Rock (standard; at-will)
Ranged 20; +18 vs. Reflex; 2d8 + 6 damage, and the target is dazed (save ends).
Alignment Chaotic evil
Languages Giant, Primordial
Skills Athletics +19
Str 23 (+14)
Dex 8 (+7)
Wis 12 (+9)
Con 22 (+14)
Int 11 (+8)
Cha 13 (+9)

Earth Titan Tactics
An earth titan hurls rocks at foes until they close to melee, at which point it pounds them with its stony fists, spending its action point to use earth shock. Unlike their hill giants cousins, earth titans stand their ground even when faced with a losing battle.


Earth Giant Lore

A character knows the following information with a successful Arcana check.

DC 20: Earth giants are the most brutish of giantkind. They inhabit badlands, deserts, and canyons, though lesser earth giants (such as hill giants) often gather in high mountain valleys and along mountain passes.

DC 25: Many of the dwarves who were enslaved by the earth giants were transformed as galeb duhrs. Some of them continue to serve earth giants, while others escaped and view giants (and earth giants in particular) as bitter enemies.


Encounter Groups
Earth giants associate with other giants, as well as with galeb duhrs and other monstrous and savage humanoids.

Level 13 Encounter (XP 4,000)
* 3 hill giants (level 13 brute)
* 1 displacer beast packlord (level 13 elite skirmisher)

Level 17 Encounter (XP 7,800)
* 1 earth titan (level 16 elite brute)
* 2 hill giants (level 13 brute)
* 2 war trolls (level 14 soldier)
* 4 ogre bludgeoneers (level 16 minion)

Be sure to return Wednesday for a look at the economy!

Fonte: http://www.wizards.com/default.asp?x=dnd/4ex/20080512b
Victor Caminha

Co-autor de "Mítica - Desbravando o Oriente"

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

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NOTÍCIAS D&D 4ª Edição

Mensagempor Wykthor em 12 Mai 2008, 02:59

Excerpts: Epic Destinies*
4th Edition Player's Handbook

* É o outro excerpt do dia 12/05. Postei separado do excerpt dos gigantes para facilitar a visualização.

We’ve shown you paragon paths in an earlier 4th Edition preview. This time we look all the way to your epic destiny, a concept introduced by R&D’s Bruce Cordell:

When your character reaches 21st level, you can choose your epic destiny.

What does that mean?

Your epic destiny is a few things, actually. While it’s true that your epic destiny allows you to bend, break, or ignore some of the laws of the universe, an epic destiny isn’t merely about acquiring even more power. After all, you continue to gain more and more powerful class powers as you rise toward 30th level, some of which are nearly as fantastic as those your epic destiny provides.

You see, what your epic destiny is really about is defining your place in the universe. Your epic destiny is the mythic archetype your character aspires to achieve. Once you reach 21st level, the greatness you always knew you were destined for is no longer theoretical; it is actual.

As you continue to gain levels, working toward 30th, the challenges you take on become larger and more significant, potentially affecting nations, worlds, or even the universe itself. Thus, your epic destiny shapes your lasting impact on the campaign and helps determine how people forever afterward remember and talk about you.

Did you defeat Atropus, the roving World Born Dead? Did you defeat the Hulks of Zoretha when they rose unlooked for in the ancient wastes? Did you stem the catastrophic tide of Pandorym when it revived enough to begin eating even the gods?

Yes, perhaps you did.

And once you’ve achieved so much, your epic destiny allows you a way to gracefully step aside, to make room for new generations of heroes to take up the fight. After all, your immortality is assured, whether in myth or in actuality (depending on the destiny you chose). Upon completing your epic quest, where you faced the greatest challenges of your career, your destiny describes why, after so many adventures, you finally take your leave of the mortal realm… and where you go next.

--Bruce Cordell

Epic destinies

Your epic destiny describes the mythic archetype you aspire to achieve. Some characters have a clear epic destiny in mind from the moment they began adventuring, while others discover their epic destiny somewhere along the way.

Most people don’t ever come close to achieving an epic destiny. Whether they simply failed in their journey, or whether the universe never intended them to gain such lofty heights, is unknown and unknowable.

Your epic destiny sets you apart from such individuals—you know you’re destined for greatness and you have every opportunity to achieve it.


Extraordinary Power

Compared to a class or paragon path, an epic destiny grants few benefits, but those it bestows are exceptional. Certain laws of the universe work differently for you—and some don’t apply at all.

Your race, class, path, and other character elements might define what you can do, but your epic destiny defines your place in the universe.


Immortality

Each epic destiny defines your lasting impact on the world or even the universe: how people forever afterward remember and talk about you.

Some people achieve lasting fame or notoriety without achieving an epic destiny, but that’s a fleeting thing. Inevitably, those people are forgotten, lost in the murky depths of history. Your epic destiny ensures that your name and exploits live on forever.


The End

Perhaps most important, your epic destiny describes your character’s exit from the world at large (and more specifically, from the game) once you’ve completed your final adventure. It lays out why, after so many adventures, you finally take your leave of the mortal realm—and where you go next.

Gaining an Epic Destiny

Epic destiny abilities accrue from 21st to 30th level. As shown on the Character Advancement table in Chapter 2, your epic abilities pick up where paragon path benefits leave off.

After gaining all other benefits of reaching 21st level (including class features, ability score increases, and the like), you can choose an epic destiny.

Epic destinies are broader in scope than a class or paragon path. Though most have certain requirements to enter, even these typically apply to a wide range of characters with various backgrounds, talents, and powers.

If you don’t choose an epic destiny at 21st level, you can choose one at any level thereafter. You retroactively gain all benefits of the epic destiny appropriate to your current level.


Fulfilling Your Epic Destiny

The “Immortality” feature of your destiny is not gained at 30th level. Instead, it is gained when you and your allies complete their Destiny Quest. This is described more thoroughly in the Dungeon Master’s Guide, but essentially, your Destiny Quest is the final grand adventure of the campaign, during which you face the greatest challenges of your characters’ careers.

This quest might actually begin before 30th level (in fact, most do), but the climax of the quest can only occur after all participants have reached 30th level. Upon completing your Destiny Quest, your adventuring career—and your life as a normal mortal being—effectively ends. Your DM might give your character a little time to put affairs in order before moving on, or it can occur spontaneously upon completion of the quest. Work with your DM to determine the appropriate timing based on your character, your destiny, and the quest.

Once you’ve completed your Destiny Quest and initiated your ascension to immortality, your character’s story has ended. He lives on in legend, but he no longer takes part in mortal events. Instead, it’s time to create a new group of adventurers and begin a new story.


SPOILER: EXIBIR
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Archmage

As the Archmage, you lay claim to being the world’s preeminent wizard.

Prerequisite: 21st-level wizard

Your lifelong perusal of grimoires, librams, tomes, and spellbooks has finally revealed the foundation of reality to you: Spells are each tiny portions of a larger arcane truth. Every spell is part of some far superior working, evoking just a minuscule fraction of that ultimate formula. As you continue your studies, you advance your mastery of spells so much that they begin to infuse your flesh, granting you a facility in their use undreamed of by lesser practitioners.

You are often called to use your knowledge to defend the world from supernormal threats. Seeking ever greater enlightenment and the magical power that accompanies it, you are at times tempted by questionable relics, morally suspect spells, and ancient artifacts. Your destiny remains yours to choose—will you be archmage or archfiend?


Immortality, of a Sort
Archmages are an idiosyncratic lot. There’s no telling what choices the preeminent wizard of the age will make when he has completed his destiny. The following section details a path several Archmages have walked, but your path might vary.

Arcane Seclusion: When you complete your final quest, you retreat from the world to give your full time and attention to the study of the ultimate arcane formula, the Demispell, whose hyperplanar existence encompasses all the lesser spells there ever were or ever will be.

To aid your study, you build a sanctum sanctorum. At your option, your retreat provides you complete seclusion, and thus could take the form of a tower lost somewhere in the Elemental Chaos. However, you might desire to retain a tie to the world, and thus build a sanctum with a connection to the world. In such a case, you might found a new order of mages for which you serve as the rarely seen High Wizard. Alternatively, you might found a school of magic, for which you serve as the rarely seen headmaster.

Regardless of your retreat’s physical form or temporal connection, your contemplation of the arcanosphere persists. As the years flow onward, your study of the fundamental, deep structure of the cosmos removes you from the normal flow of time. Eventually your material shell fades as you merge into the Demispell itself.

Thereafter, your name becomes tied to powerful spells and rituals used by lesser wizards.


Archmage Features
All Archmages have the following features.

Spell Recall (21st level): At the beginning of each day, choose one daily spell that you know (and have prepared today, if you prepare spells). You can use that spell two times that day, rather than only once.

Arcane Spirit (24th level): Once per day, when you die, you can detach your spirit from your body. In arcane spirit form, you heal to maximum hit points and gain the insubstantial and phasing qualities. You can cast encounter spells and at-will spells while in arcane spirit form, but you can’t cast daily spells, activate magic items, or perform rituals. If you die in arcane spirit form, you’re dead.

At the end of the encounter, after a short rest, your arcane spirit rejoins your body, if your body is still present. Your current hit point total is unchanged, but you no longer experience the other benefits and drawbacks of being in arcane spirit form.

If your body is missing, you will need other magic to return to life, but can continue adventuring in arcane spirit form if you like.


Archspell (30th level): Your comprehension of the ultimate arcane formula and of the spells that constitute it reaches a new threshold. Choose one daily spell that you know. You can now cast that spell as an encounter spell (rather than as a daily spell).

Archmage Power

Shape Magic
Archmage Utility 26
You reach into the ebb and flow of arcane energy and pluck a spell you have already used out of the invisible tide, instantly recalling it to memory.
Daily
Standard Action Personal

Effect: You regain one arcane power you have already used.

Be sure to return Wednesday for a look at the economy!

Fonte: http://www.wizards.com/default.asp?x=dnd/4ex/20080512a
Victor Caminha

Co-autor de "Mítica - Desbravando o Oriente"

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

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NOTÍCIAS D&D 4ª Edição

Mensagempor Lumine Miyavi em 12 Mai 2008, 08:40

SPOILER: EXIBIR
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Aham... Gostei dos gigantes.

Each epic destiny defines your lasting impact on the world or even the universe: how people forever afterward remember and talk about you.

[/b]Some people achieve lasting fame or notoriety without achieving an epic destiny, but that’s a fleeting thing. Inevitably, those people are forgotten, lost in the murky depths of history.[/b] Your epic destiny ensures that your name and exploits live on forever.


Lembrando de Final Fantasy Tactics, Ramza então... não escolheu seu Epic Destiny? Ele salvou o mundo, mas foi esquecido? X3

Ou será que dá pra fazer um personagem épico, e ele ser "descoberto" mais tarde? Ou eu tou viajando demais?
Editado pela última vez por Lumine Miyavi em 12 Mai 2008, 10:39, em um total de 1 vez.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Luminus em 12 Mai 2008, 10:03

Eu só espero que, entre o 1º e o 20º nível, algumas coisas aconteçam para que algumas das progressões façam sentido. Só li a do Archmage... e a "explicação" para o porquê desse destino esbarra em coisas como "bibliotecas, tomos preciosos, etc" coisas que personagens de AD&D e de 3,5D&D nunca tiveram de se preocupar (em AD&D, para quem usou o Complete Wizard's Handbook, ainda havia menção a tal biblioteca e sua influência em determinadas atividades arcanas, mas na 3,5 não tem nada disso...).

E!
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NOTÍCIAS D&D 4ª Edição

Mensagempor Templario em 12 Mai 2008, 10:37

Aracane Spirit é legal, mas pro cara morrer fisicamente 2x num mesmo dia ou o mestre é malvado ao extremo ou o player é bem ruim ehuae
Face_Stab escreveu:I just hope we don't get a zealot bursting through the doors rubbing ketchup on himself shouting "This is the blood of previous editions, gunned down to make way for this heretical new edition!"
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NOTÍCIAS D&D 4ª Edição

Mensagempor Lumine Miyavi em 12 Mai 2008, 10:41

Ou ele estão enfrentando um adversário que REALMENTE os quer morto. Go figure. :cool:
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NOTÍCIAS D&D 4ª Edição

Mensagempor Styker em 12 Mai 2008, 12:36

Fiquei meio decepcionado com o titan, esperava alguns poderes legais envolvendo terra e não apenas um gigante maximizado.
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Homens de Verdade não precisam de justificativa para matar coisas – a necessidade é óbvia.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Elven Paladin em 12 Mai 2008, 13:58

Damn,somente o fluff dos Epic Destinies realmente me fariam comprar e jogar a 4ª Edição... se a Wizards não os tivesse lançado para o D&D 3.5 em seu site. Que pena, foi quase, Magos da Costa :b
"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 AKImeru em 12 Mai 2008, 14:19

Damn,somente o fluff dos Epic Destinies realmente me fariam comprar e jogar a 4ª Edição... se a Wizards não os tivesse lançado para o D&D 3.5 em seu site. Que pena, foi quase, Magos da Costa



Lembre dessas palavras:

Você só esnoba a quarta edição para se sentir "Cool" e "Superior". Assim que lançarem e você ver um Planescape você vai comprar.


E isso é o seu destino, comprar o livro que você mesmo esnobou!


O profeta falou! O profeta falou!
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NOTÍCIAS D&D 4ª Edição

Mensagempor ShinRyuu em 12 Mai 2008, 14:31

Fiquei meio decepcionado com o titan, esperava alguns poderes legais envolvendo terra e não apenas um gigante maximizado.


Tem algo faltando ali. As táticas listam earth shock, que não aparece no bloco de stats.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Elven Paladin em 12 Mai 2008, 15:13

Assim que lançarem e você ver um Planescape você vai comprar.


Levando em conta com o que fizeram com Forgotten Realms, e aposto que farão com Eberron ( os Dragonborns já estão lá ), se sair um Planescape 4E, eu realmente comprarei os livros: Para queimá-los em praça pública. :bwaha:
"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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