Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: QUARTA edizione 4th - Proprietà delle armi

le proprietà delle armi
molto interessante, la cosa che più mi ha colpito è la differenza tra
armi da lancio leggere e pesanti :)
anche la proprietà Alto Critico che cresce con il rango eroico :)
bello
tutto qui:
http://www.wizards.com/default.asp?x=dnd/4ex/20080507a&pf=true
Excerpts: Weapons
4th Edition Player's Handbook
In today’s preview, we asked Chris Sims to detail how weapons work in
4th Edition. His response:
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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.
--Chris Sims
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
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.
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.
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.
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Be sure to return Friday for an extensive May Previews article that
looks inside all three core rulebooks!
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.
All Rights Reserved.
--
Fabio

  armi da lancio leggere e pesanti :)
Ed e' che quelle leggere usano la Destrezza per essere lanciate, ma
quelle pesanti usano la Forza.
Mio commento: le immagini sono belle :P
Parvati V
-- "Cosa e' celvello? Pai non ha cosa del genele" - Pai, 3x3 occhi
UnaMoleDiDadi (TreEmme Torino): 
http://umdd.altervista.org/
http://parvatiquinta.blogspot.com/

 una competenza fornisce dei bonus.
e colpire unarmed è un arma semplice
quindi la domanda è: le arti marziali che tipo di arma sono?
io dico superior (perchè richiedono molto allenamento)
--
Fabio

 io dico superior (perchč richiedono molto allenamento)
Io dico che saranno poteri.


 Io dico che saranno poteri.
gli attacchi con effetti diversi dal far danno sicuramente, ma se
voglio solo menare a mani nude?
oltretutto nota che se fosse un "ARMA" allora tutti i poteri che hanno
il descrittore "ARMA" li potresti usare anche con le arti marziali ;)
naturalmente nulla vieta di avere una classe che si specializza nel
combattimento con le arti marziali
cosa che dovrebbe implicare una grande mobilità e capacità di usare
tutte le armi improvvisate come armi (vedi i film di Jackie Chen)
--
Fabio