Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: QUARTA edizione 4th - WORLD AND MOSTERS FANTASTICO

prime news su Worlds and Monsters.... fantastico
scusate se non traduco ma vado di fretta
EN World member Wartorn has posted the table of contents from Wizards
Presents: Worlds & Monsters:
D&D and the Birth of a New Edition (2 pages)
The Process of Re-Creation (4 pages) - reimagining monsters for 4e
The Setting of D&D (4 pages) - the Points of Light setting, and how it
came about
The New Cosmology (2 pages) - an overview of the new cosmology and the
end of the great wheel
The World (8 pages) - Includes sections Fallen Empires, Locations of
Note, The End of Human Dominion
Dragons (6 pages)
Giants (2 pages)
The Underdark (4 pages)
The Feywild (8 pages)
The ShadowFell (8 pages)
Art Gallery (1 page)
The Elemental Chaos (12 pages) - Elementals, Locations of Note, and
the Abyss
The Astral Sea (10 pages) - includes The Gods, Angels, Devils
The Far Realm (6 pages) - includes Aberrant Creatures and Mind Flayers
Staff Thoughts on 4th Edition (13 pages) - sections about... lots of
things
The Next Word (1 page) - a few words about what's coming
He also mentions a little about the Far Realm:
Here's a rundown on the Far Realm (which I jumped to because I'd never
heard of it)
In summary, based on the fluff, it is definitely Lovecraftian but more
on the 'outside and bizarre reality' side than the 'outer space'
side.
The Far Realm is formally acknowledged in the cosmology, and 'is
responsible for monstrosities that haunt the universe'. Specifcally,
all aberrations are linked to it.
A Far Realm specific reason is suggested as a source of the conflict
between the illithid and aboleth.
Perhaps taking a cue from WFRP, the Far Realm is said to 'seep in'
sometimes, overlaying the landscape with an unnerving sense of dread,
even distorting it, and tainting the flora and fauna. Strange new
creatures emerge from this 'polluted reality' and insane practitioners
sometimes 'willfully merge the natural and the obscene'
Also mentioned is that aberration is not a type. Type is now distinct
from Origin - so you have Humanoids (type) with an Origin of fey
(eladrin) , aberration (mind flayer), elemental (archon) , natural
(man)
Finally there's a page and a half or so on the mind flayer: in short:
they are essentially the same as in the previous edition just with
fewer powers (taken from the set of those that most define them) that
are easier and clearer to run. There are a few mechanical tidbits
about mind blast and dominate each being a 'renewable power - useable
once per encounter', whereas tentacle lash and grab are basic attacks
backed up by situational powers 'bore into brain', 'thrall' and
'interpose thrall'
So far the book seems to be pretty close to Races and Classes in terms
of value - and for me it is having the same effect: reinforcing my
faith in the designers, making some things clearer in a positive way,
increasing my enthusiasm for 4e. If you enjoyed R&C I'd recommend it.
And yet more details! They just keep coming!
The Temple of Elemental Evil is mentioned as a Location of Note. This
section is said to contain 'future adventuring locales'...
Dragons:
Bunches of stuff here, the highlights include:
The different colors of Dragon have different monster roles - in other
words, some are artillery (blue), some are brutes (white), some are
soldiers (red) and so on
Dragons are solo monsters who 'get to do more on their turn than most
monsters do' and also 'get to do a lot when it's not their turn' (like
the tail slap we already knew about, but also mentioned is the green
dragon's ability to poison you if you get too close)
Dragons have fewer abilities, focused on the most iconic ones
(continuing the theme). For example, the oldest black dragon is said
to have only five possible standard actions, with unique magical
abilities taking the place of spells simply taken from the wizard's
lists.
Dragons aren't forced into specific 'alignments'. Their motives can
vary from a baseline - chromatic are wild, metallic like to be in
control but good and evil manifests in each.
There are two new flavours of metallic dragon which displace bronze
and brass from the core group. The new metallics are Iron and
Adamantine.
Chromatic dragons grow in raw elemental power as they age which
manifests as unique new powers related to the appropriate element. An
ancient red's breath weapon, for example, can 'scour the fire
resistance right off you'
An all new look and set of powers for the green dragon; they are back
to breathing poison!
Giants:
There are Huge versions of the standard giants called Titans - these
are more closely tied to the elements and have greater power
Giants in general are more elemental in nature, and there is greater
variety between the standard types
The Giant type is specifically for Giants. Trolls, ogres, ettins don't
'necessarily' have the Giant 'type'
Underdark:
Now considered easier to get to
Mentioned are Drow, Troglodytes, Mind Flayers, Kuo-Toas (aboleth
servant/worshippers), aboleths, myconids
Vault of the Drow is mentioned as an Underdark Location of Note
Feywild:
Mentioned inhabitants include hags, yeth hounds, centaurs, eladrins,
treants, fomorians, unicorns, elves, firbolgs, the Wild Hunt, red
caps, quicklings, will-o'wisps, dark ones, pixies
There is a fey reflection of the underdark, ruled over by fomorians
The Isle of Dread is mentioned as a Location of Note
Gnomes are a possible fey-dwelling race
Pixies, well, don't want to ruin the surprise
Shadowfell:
Merges Negative Energy Plane and Plane of Shadow, removing the
irritating bits that make these places a pain to visit
Shadow is a power source. Involved with stealth, illusion, dread,
'devastating enemies' and 'necrotic energy'
They've re-concepted the undead, adding the animus, providing
'vitality and mobility', as a companion to the soul and the body.
Very interesting descriptions of how different varieties of undead are
now explained. Shadow are the animus freed of body and soul, for
example.
Lots of details about how the new cosmology explains resurrection and
reincarnation
Shadowfell is inhabited by ... the Shadar-kai.

EN World member wartorn has continued his summary of Wizards Presents:
Worlds & Monsters (for the first part of this summary, along with the
table of contents, click here).
The Elemental Chaos:
An evolution of the inner planes better suited to adventuring (and not
just one homogenous mass of element) - more dangerous than lethal.
Inhabitants include: Primordials, Elementals, Efreet, Djinn, Demons,
Slaads, Titans, Githzerai
The City of Brass is mentioned as a location of note
The concept of "Elemental Evil" as represented in TOEE is recognized
as core, on par with the Nine Hells
Consists of four factions with noteworthy differences between them. A
'fire elemental' can refer to any of a number of different shaped
creatures, which can be composed of more than just fire; a 'serpentine
trail of flame that spits magma' or a 'hill-giant sized humanoid of
burning cinders who breathes gouts of fire' are given as examples
The Abyss is now part of the Elemental Chaos, with the stock Demon
Princes recast as corrupted primordials
"At least one Demon Lord" appears in the Monster manual as an epic
level adversary [Edit - we know already that's Orcus].
They were considering at time of press allowing demons to gain
immunity to a damage type of their choosing a few times per day
Mezzoloths and Nycaloths are now Mezzodemons and Nycademons (of which
the first is confirmed to be in the Monster Manual)
The Astral Sea:
Counterpart to the Elemental Chaos
Inhabitants include: Gods, Angels, Devils,
Dominions, especially Abandoned ones, found throughout the Astral Sea
are 'adventure sites custom made for epic characters'
Continuing the theme, the Astral Sea and its Dominions are much easier
to play in, at least for epic level characters.
The pantheon mentioned is: Bahamut, Vecna, Avandra, Zehir, Ioun,
Pelor, Tiamat, Gruumsh, Lolth, Corellon, Moradin, Kord, Bane, The
Raven Queen, Asmodeus, Torog
The full pantheon has 'twenty plus one' gods
The gods are less connected with Race
There are Angels for all gods, both good and bad- they are described
as 'the cold, clinical expression of a deity's plans' and 'the
frontline warriors in the wars amongst the gods'. Some interesting
fluff to back all that up.
Demons and Devils are more distinct in battle. This is summarized as:
'Demons are chaotic, Devils are organized'
'Demons kill, Devils subvert'
'Demons are tough, Devils are slippery'
The section 'Staff thoughts on 4th Edition' is largely reprinted
material from blogs and articles
Lastly thought I'd point out that they explicitly state that the
bronze and brass dragons will be released by WOTC in a future
supplement.
ciao, Fabio

se andate in questo thread
http://ddmspoilers.com/forum/viewtopic.php?t=1138
trovate le immagini di alcuni mostri tratte dal recente Worlds and
Monsters


http://ddmspoilers.com/forum/viewtopic.php?t=1138
Niente da dire. Dal punto di vista prettamente visivo dalla 3ed in poi
hanno fatto dei progressi mostruosi. Queste nuove grafiche a me
piacciono moltissimo. i mostri sono davvero... mostruosi :-)