NOTÍCIAS D&D 4ª Edição

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NOTÍCIAS D&D 4ª Edição

Mensagempor ShinRyuu em 20 Mai 2008, 22:52

Mais um que viu os três livros... :pidao:

PH:

Alignment: This is the first thing I went to, given the controversy that's been swirling around it. First off: IT IS NOT A LINEAR SYSTEM--at least, no more than the old 3x3 grid. The alignments are listed in this order: Good, Lawful Good, Evil, Chaotic Evil, Unaligned. The definitions for Lawful Good and Chaotic Evil are very much what we are familiar with, and Good and Evil are similar to Neutral Good and Neutral Evil. The difference between Good and Lawful Good is that LG characters tend to think more about order and social structure, and while they recognize that authority figures can be corrupt and laws can be evil, they prefer to work within the system. Good characters can work with authority, but recognize that power tends to corrupt. The two alignments get along pretty well, but good characters think lawful good characters think too much about order and not enough about helping people. Evil characters want to do whatever they have to in order to get ahead (egoístas), while chaotic evils just do what they want regardless of who it hurts (sociopatas). The two evil alignments share a distaste for good, but don't generally get along that well.

There's also a sidebar on "Alignment vs. Personality". I didn't read it, but it's good to see it called out front and center.

Also, divine alignments, combining some information from the PH and DMG: Bahamut and Moradin are the only Lawful Good deities. Gruumsh, Lolth, and Tharizdun are Chaotic Evil. Correlon is, strikingly, Unaligned; the rest fall where you'd expect them, it seems.

MM:

The elder green dragon's mind poison is scary. Two failed saves, and not only can't you attack the dragon, you can't break out of it until a Remove Affliction ritual is used.

A note for the yugoloth fans: mezzodemons are "also known as mezzoloths", are more concerned with wealth than destruction, and are willing to retreat when a fight goes against them.

Lycanthropes have undergone some changes. There are only two of them in the MM--wererat and werewolf--and lycanthropy is no longer contagious. They do carry diseases that appear to have somewhat similar effects, though; the werewolf's moon fever can turn you into a bloodthirsty maniac. Diseases appear to function on some sort of condition track, where you move back and forth between 'cured' (at which point you stop moving) and several intermediate states before an end state, such as 'you attack the nearest creature' for moon fever. Still, given how important infective lycanthropy is to Eberron's backstory as I understand it, I wonder how they'll play that in 4E. (Licantropia é hereditária.)

Vampires are no longer repelled by garlic or unable to cross running water. (Granted, for those of us using Van Richten's Guide to Vampires, they've been able to cross running water for over seventeen years . . . ) The art's recycled from the 3.5E MM, so yes, the example vampire lord is using a spiked chain. There's also a ritual for vampire creation by vampire lords--it involves an exchange of blood, killing and burying the victim, and a prayer to Orcus.

Speaking of Orcus, he gets four pages in the MM. One of those pages is a reproduction of the cover art, but the other three give a writeup for him, his aspect, and his cultists. The Big Goat-Pig himself looks to be nasty--1,545 HP, anyone dead in his aura spontaneously animates as an abyssal ghoul myrmidion, and anyone slain by the Wand who's still dead at the state of his next turn revives as a dread wraith.

DMG:

Evil gods: Yes, they're here. The 'plus one' is Tharizdun, who is specifically noted as not mentioned in the PH or MM because of his obscurity in the default D&D world. Tiamat is enjoying her new role as a goddess of greed as well as evil dragons. Torog, who's been an enigma so far, is revealed as the patron of the Underdark, jailers, and (I believe) torturers. Lolth is specifically identified as a god and not a demon, even though she's called the Demon Queen of Spiders.

There's also a note on evil cleric powers--the powers in the PH, they admit, were designed primarily for Good or Lawful Good clerics and thus may be too 'shiny' for clerics of Evil or Chaotic Evil patrons. They suggest changing the radiant damage to necrotic damage, or just changing the special effects.

Artifacts: Well.

Well, well, well.

There are only four artifacts in the DMG--the Axe of the Dwarvish Lords, the Invulnerable Coat of Arnd, and, of course, the Eye and the Hand of Vecna. But they probably didn't have room for more, because the new system for using artifacts requires a fair chunk of space (one to one and a half pages) for each one.

This is a very interesting-looking blend of old school--the personality clash with artifacts in 2E (and probably 1E--I don't own the 1E DMG)--and new school--the affiliation system from the PH2. Artifacts have a set of basic powers, but characters also have a Concordance score with each artifact, based on their qualities or actions. The score's a twenty-point scale that breaks down into five tiers, IIRC (20-16, 15-11, 10-6, 5-1, 0). Characters with the ability to use arcane spells or who betray others, for instance, receive improved concordance with the Eye of Vecna. Improve the Concordance score, and you open up more powers; decrease it, and not only do you lose powers, but the artifact itself can turn against you. A character whose Concordance with the Eye of Vecna drops below 5, for instance, starts receiving horrifying visions from the Eye.

Each artifact also has a "Moving On" section; I'm not sure if that's triggered when the artifact's goal is completed, or/and the concordance drops to 0. The Axe of the Dwarvish Lords 'needs to be elsewhere', while the Vecna artifacts consume their wielder, body and soul. Nice touch for characters who choose to dabble in the dark side.
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NOTÍCIAS D&D 4ª Edição

Mensagempor AKImeru em 20 Mai 2008, 23:03

Reparem que a descrição do chaotic evil é exatamente a do Evil só que com outras palavras.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Tabris em 21 Mai 2008, 00:03

Na minha humilde opinião eles conseguiram pegar um sistema que já era muito controverso e piorar ainda mais.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Fëanor em 21 Mai 2008, 00:09

Pra mim
Tendencia = esse fenomeno non ecziste.
"Tomorrow will take us away
Far from home
No one will ever know our names
But the bards' songs will remain"


http://www.valinor.wikidot.com
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NOTÍCIAS D&D 4ª Edição

Mensagempor AKImeru em 21 Mai 2008, 03:18

Eu provalvelmente direi:"HOMENS DE VERDADE NÃO JOGAM COM TENDENCIA" após eu ler.

Droga, eu digo agora: Homens de verdade não jogam com tendencia. Ponto.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Wykthor em 21 Mai 2008, 06:38

Imagem do dia: Trolls
SPOILER: EXIBIR
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Excerpts: Archons
4th Edition Monster Manual

We designed archons to serve a parallel function to the angels: smart, organized extraplanar monsters that work for the movers and shakers beyond the world. In the case of the archons, they work for the primordials. Their backstory describes them as an important step at the dawn of time in the arms race between the deities and the primordials. When the primordials saw armies of angels, they developed an army of their own: elementals-turned-soldiers called archons, each invested with the power of a specific element.

The battle between the primordials and the deities is over—at least for the time being. But the archons remain in the service of great powers that reside within the Elemental Chaos: Efreeti pashas, primordial nagas, salamander lords, and not a few demon princes. They’re also used as guardians at larger githzerai monasteries. Most remain amid the Elemental Chaos, but over the centuries many have found their way to the world, where they roam free or are bound to primordial cults, powerful spellcasters, liches, and other individuals and groups that typically bind elementals to service.

It’s also obvious that the Monster Manual only scratches the surface of available archons. We give you three fire archons (at levels 12, 19, and 20) and three ice archons (at levels 16, 19, and 20). But the Elemental Chaos is vast, and fire and ice are only two of the many forms it takes. Now that we’ve (thankfully!) separated the word “elemental” in the D&D sense from the classical Greek elements of earth, fire, air, and water, there’s plenty of room for archons of your own design. (And I imagine you’ll see more archons from us, too.)


How to Use Archons in Your Game

Archons are useful because of their single-mindedness. They’re intelligent, but they have no culture or society of their own. They’re intentionally disconnected from their roots so that every big bad evil guy can have archons in his employ—probably acquired in some dark ritual or bargain with the sinister forces from the Abyss or wider Elemental Chaos. Likewise, every soon-to-be-disturbed tomb or secret fortress can have archon guardians; they don’t age and they don’t mind waiting centuries for interlopers (read: the PCs) to come along.

Archons share some similarities with elementals, but two important differences will often point you toward one or the other when you’re designing a D&D adventure. First, archons are a lot smarter than elementals, so they’re a good choice when you want social interaction with the PCs or a monster that shows more than ordinary cunning during a combat encounter. Second, archons are focused on a single damage type, while elementals generally display aspects of multiple elements and damage types. Archons are thus good when you want to really emphasize a single element, whether you’re mixing them with other monsters that share that damage type or deliberately choosing complementary monsters.

--Dave Noonan

Archon

Archons are militaristic creatures native to the Elemental Chaos. Vaguely humanoid in form, they serve powerful primordial entities as well as various elemental lords and princelings.

Archons trace back to an ancient time when the world had hardly been formed, when primordial beings battled the gods for control of creation. In this cataclysmic conflict, the deities marshaled armies of angels and cadres of exarchs, and though the primordials could call forth titanic beasts and giants, they could not muster a true military to face their enemies until they found the means by which elemental creatures could be reshaped and hammered into soldiers. The warriors formed through this process were the first archons


Archons pdf: http://www.wizards.com/dnd/files/Archons.zip
Victor Caminha

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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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NOTÍCIAS D&D 4ª Edição

Mensagempor ShinRyuu em 21 Mai 2008, 10:11

Reparem que a descrição do chaotic evil é exatamente a do Evil só que com outras palavras.


É... telefone sem fio tem dessas. Depois ele tentou enfatizar que o Evil é o cara ambicioso e inescrupuloso, e o Chaotic Evil é o cara que faz do seu objetivo de vida ativamente sacanear com os outros.

Muito fraco esse excerpt de hoje, broxante até... Um dos primeiros artigos da 4e, e muito extenso, foi justamente sobre archons. Tinha muita coisa mais interessante pra falar (rituais, estou olhando pra vocês)...
Editado pela última vez por ShinRyuu em 21 Mai 2008, 10:29, em um total de 1 vez.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Fëanor em 21 Mai 2008, 10:28

wooooooooooooooooooooow
Esses trolls detonam os da 3.5.
MUITO legal.
"Tomorrow will take us away
Far from home
No one will ever know our names
But the bards' songs will remain"


http://www.valinor.wikidot.com
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NOTÍCIAS D&D 4ª Edição

Mensagempor Zoltar em 21 Mai 2008, 22:29

Saiu uma ficha (parte de uma ficha na verdade) de um dragonborn paladino de 15 nível. Não tem muita coisa de nova mas confirma umas coisas, a única coisa que eu achei estranha é o AC insano (+15 de bônus pela armadura...)

http://blog.wired.com/.shared/image.html?/photos/uncategorized/2008/05/21/paladin_2.jpg
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NOTÍCIAS D&D 4ª Edição

Mensagempor AKImeru em 22 Mai 2008, 01:09

Keep of Shadow Feel lançado, pelo que eu li tem umas informações bem quentes


E esses Trolls estão tão maneiros que vou querer adaptar eles para serem jogaveis.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Styker em 22 Mai 2008, 02:07

Eles me lembram os trolls de berserk
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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 Bahamute em 22 Mai 2008, 02:18

WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Cara esses trolls estão MUITO LOUCOS!!!

Esses realmente chutam bundas!

Meu, não vejo a hora de por as mãos nos livros!!!
Aquele abraço!
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NOTÍCIAS D&D 4ª Edição

Mensagempor Tabris em 22 Mai 2008, 02:52

Eu vi o Keep of The Shadowfell, nada demais de novo, mas n li direito. As fichas são as mesmas que já foram postadas aqui antes. Única novidade mesmo que eu vi foram algumas fichas de monstros, como os Kobolds.
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NOTÍCIAS D&D 4ª Edição

Mensagempor ShinRyuu em 22 Mai 2008, 14:06

Final alternativo pro KotS, substituindo o combate por um skill challenge. http://www.wizards.com/default.asp?x=dnd/4dnd/20080522b

The final encounter in H1 Keep on the Shadowfell provides a straight-up battle to defeat the villainous Kalarel and close the rift to the Shadowfell. That approach works fine, but we know that some characters might want to use other methods for saving the world. The following skill challenge is designed for just such characters.
Adding a Skill Challenge to Area 19:
The Shadow Rift

The adventurers burst into the chamber where Kalarel works to complete the ritual that will open the rift to Orcus’s temple within the Shadowfell. As the battle plays out, Kalarel abandons his ritual book on its altar and teleports into the evil magic circle that stands before the partially opened Shadow Rift. While defeating Kalarel will disrupt the ritual and allow the rift to close, an enterprising adventurer or two with skill and daring might decide to reverse the process by using the ritual itself. If this happens, use the following skill challenge as part of the overall combat encounter taking place in Area 19.

Reversing the Ritual
You study the rite for a few moments, and then you begin to unravel its magic.

In this skill challenge, one or more adventurers attempt to reverse the partially completed ritual in order to close the Shadow Rift. This challenge takes place while the remainder of the adventuring party battles Kalarel, the two skeletal warriors, and the deathlock wight that occupy this vast chamber.

Setup: To close the Shadow Rift, the PCs must unravel the ceremony and perform specific procedures to reverse the effects of the uncompleted ritual.

Level: This is a 6th-level challenge.

Complexity: 3 (requires 8 successes before 4 failures).

Primary Skills: Arcana, Religion.

Arcana (DC 22): On your turn as a free action, you call upon your knowledge of magical effects and rituals to study the rite and determine the next step in reversing its effects (here limited to 1 attempt/round). A failed check indicates that the energy of the ritual attacks the character: +10 vs. Will; 1d6 + 4 necrotic damage.

Religion (DC 22): On your turn as a free action, you utilize the religious lore at your disposal to weaken the power of Orcus within the magic already in place to hold open the Shadow Rift (limit 1 attempt/round). A failed check indicates that the energy of the ritual attacks the character: +10 vs. Fortitude; 1d10 + 4 necrotic damage.

Endurance (DC 18): As an opportunity action, triggered when an adjacent ally has just failed an Arcana or Religion check to reverse the ritual, you can allow the necrotic energy flowing through the ritual to damage you instead of that ally. Success at this skill use aids the party, but does not count as a success toward completion of the challenge.

Heal (DC 18): As a minor action, you make a successful Heal check and spend a healing surge to send positive life energy into the necrotic ritual in order to help disrupt it (limit 1 attempt/round). Only 2 successes can be applied from this approach to the skill challenge.

Success: If the adventurers gain 8 successes before attaining 4 failures, they reverse the progress of the ritual and close the Shadow Rift. The ritual book is consumed in a burst of black fire.

Failure: If the adventurers attain 4 failures before gaining 8 successes, the magical energy of the Shadow Rift stabilizes. Necrotic energy surges through the ritual book and the altar to strike all of the characters attempting this skill challenge. Each of these characters loses one healing surge.

The ritual isn’t complete, but the partially opened rift remains as such until either the adventurers defeat Kalarel, or Kalarel defeats the adventurers and completes the ritual as he originally planned.


Além disso, ficha de um sexto personagem para a aventura, um tiefling warlord: http://www.wizards.com/default.asp?x=dnd/4dnd/20080522a

Não estou com tempo agora pra formatar direito, mas aí vai o texto do PDF:

Tiefling Walord
Name: ________________ Gender: _________
As a tiefling warlord, you honor the military tradition of the fallen nation of Bael Turath. You are a soldier and a leader, and your allies turn to you for guidance and support.
Hit Points 24 ______________________________
Bloodied 12 Healing Surge 6 Surges Per Day 8
Initiative +0 ________ Action Points ________
Defenses
AC Fortitude Reflex Will
18 14 14 12
Attacks
Melee Basic Attack: +6 (longsword) Damage: 1d8+3
Ranged Basic Attack: +2 (crossbow) Damage: 1d8+0
Racial Traits
Height: 6’0” Weight: 240 lb. Size: Medium
Speed: 6 squares Vision: Low-light
Languages: Common, Goblin
Alignment: Good
Skill Bonus: +2 Bluff, +2 Stealth (already included)
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Fire Resistance: You have resist 5 fire (becomes resist 6 fire at level 2).
Infernal Wrath: You can use infernal wrath as an encounter power.
Class Features
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Tactical Presence: When an ally you can see spends an action point to make an attack, the ally gains a +2 bonus to the attack roll.
Feat
Tactical Assault: When an ally who can see you spends an action point to make an attack, the attack’s damage roll gains a +4 bonus.
At-Will PowersViper’s Strike Warlord Attack 1
You trick your adversary into making a tactical error that gives your comrade a chance to strike.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +6 vs. AC
Hit: 1d8 + 3 damage.
Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.Wolf Pack Tactics Warlord Attack 1
Step by step, you and your friends surround the enemy.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Attack: +6 vs. AC
Hit: 1d8 + 3 damage.
Encounter PowerInfernal Wrath Tiefling Racial Power
You call upon your furious nature to improve your odds of
harming your foe.
Encounter
Minor Action Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add an extra +1 damage.Leaf on the Wind Warlord Attack 1
Like a leaf caught in the autumn wind, your foe is driven by the flow of battle. Your fierce attacks force him to give ground.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +6 vs. AC
Hit: 2d8 + 3 damage. You or an ally adjacent to the target swaps places with the target.
Daily PowerLead the Attack Warlord Attack 1
Under your direction, arrows hit their marks and blades drive home.
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +6 vs. AC
Hit: 3d8 + 3 damage. Until the end of the encounter, you and each ally within 5 squares of you gain a +5 power bonus
to attack rolls against the target.
Miss: Until the end of the encounter, you and each ally within
5 squares of you gain a +1 power bonus to attack rolls against the target.
Skills (Ability) Trained? Modifier
Acrobatics (Dex) –1
Arcana (Int) +4
Athletics (Str) Yes +7
Bluff (Cha) +3
Diplomacy (Cha) Yes +6
Dungeoneering (Wis) +0
Endurance (Con) +0
Heal (Wis) +0
History (Int) Yes +9
Insight (Wis) +0
Intimidate (Cha) Yes +6
Nature (Wis) +0
Perception (Wis) +0
Religion (Int) +4
Stealth (Dex) +1
Streetwise (Cha) +1
Thievery (Dex) –1
Gear
Armor: Hide armor, light shield
Weapon: Longsword, crossbow, crossbow bolts (20). Your crossbow has a range of 15/30.
Adventurer’s Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Gold: 9 gp
Ability Check
Scores Modifier
Str 16 +3
Con 12 +1
Dex 10 +0
Int 18 +4
Wis 10 +0
Cha 12 +1
2nd Level
At 2nd level, you gain the following:
Hit Points: Increase to 29 Bloodied: Increase to 14
Healing Surge: Increase to 7
Level Modifier: Because your new level is an even number, everything that includes one-half your level gets better. Increase your attacks, defenses, initiative, and skill check modifiers by 1 point.
Feat: Arcane Initiate: You gain training in the Arcana skill (add +5 to the Arcana skill). You can use the scorching
burst power once per encounter.Scorching Burst Wizard Attack 1
A vertical column of golden flames burns all within.
Encounter ✦ Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +4 vs. Reflex
Hit: 1d6 + 4 fire damage.Aid the Injured Warlord Utility 2
Your presence is both a comfort and an inspiration.
Encounter ✦ Healing, Martial
Standard Action Melee touch
Target: You or one adjacent ally
Effect: The target can spend a healing surge.
3rd Level
At 3rd level, you gain the following:
Hit Points: Increase to 34 Bloodied: Increase to 17
Healing Surge: Increase to 8Steel Monsoon Warlord Attack 3
You leap into the fray with a wild, whirling attack—but your movements
are carefully calculated to distract nearby enemies and give your allies a chance to move into position.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 2d8 + 3 damage, and one ally within 5 squares of you can shift 5 squares.
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NOTÍCIAS D&D 4ª Edição

Mensagempor AKImeru em 22 Mai 2008, 15:14

Eu vi o Keep of The Shadowfell, nada demais de novo, mas n li direito. As fichas são as mesmas que já foram postadas aqui antes. Única novidade mesmo que eu vi foram algumas fichas de monstros, como os Kobolds.


A diferença é que podemos já joga-la.
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