Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: QUARTA edizione 4th - info varie dai manuali

Da questi 2 thread tutte le info che sono riuscite a recuperare,
alcune già postate da alabardo, verso la fine cose interessanti su
rituali e alter cose, il multiclass all’11 livello ti fa prendere
degli at will
http://www.enworld.org/showthread.php?t=225358&page=5&pp=15
http://www.enworld.org/showthread.php?t=226375&page=1&pp=15
Dragonborn women have boobs, at least in the picture.
Dragonborn breath type is chosen at character creation.
I actually got a chance to spend a few minutes with the books!
Where to start?
2-weapon fighting is a feat, but just gives a bonus, not an extra
attack. The ranger can take an at-will that gives him an extra attack,
I didn't see any others, but could easily have missed it.
At-Wills
________________________________________
Nearly every class has 4 At-Wills available to chose from at 1st
level, Wizard has 5. Same goes for Encounters. Fighter, Paladin and
Rogue have 3 Dailys, everyone else has 4.
Multi-Classing
________________________________________
Multi-Classing requires a Stat of 13+.
Each class has an Initiate Feat associated with it. Get to pick 1
Skill from class, also get 1 specified.
There are also 3 Power Swap Feats starting at 4th level. Swap any
(Encounter Attack, Utility, Daily) Power you have for one of equal or
lower level from your chosen Multi-Class. The 3 feats are of different
levels, one for each power type (Encounter, Utility, Daily.)
(corrected Specified power does not have to be a daily)
Q: more at will to chose from at later levels?
A: Yes, more of each type become available at progressive levels, Some
levels you gain additional Encounter, Utility, or Daily powers,
otherwise you swap out for a new power. Some classes (spellcasters)
get more to choose from. Numbers you can choose is the same for each
class, Race can add to this.
Wizard also gets a few extra At-Will abilities, like Cantrips.
Alignment
________________________________________
There are 5 Alignments
Good
Lawful Good
Evil
Chaotic Evil
Unaligned
Among the gods I did not see any evil or CE listed.
Action Points
________________________________________
Only uses I found for Action Points:
Take an Extra Action, once per encounter only.
Used to power a Paragon Path feature of feat.
MM Playable Races
________________________________________
The following monsters were listed with some info for use as playable
character races:
Bugbear
Doppleganger
Drow
Githyanki
Githzerai
Gnoll
Gnome
Goblin
Hobgoblin
Kobold
Minotaur
Orc
Shadar-Kai
Shifter (2 types)
Warforged
while quite playable right out of the book, we don't get any racial
feats to add on. A racial power is listed for each. Speed, vision,
defense adjustments, stat bonuses etc. are listed.
Dragons
________________________________________
These are the listed Dragons
Black
Blue
Green
Red
White
Paladin Lay-On-Hands
________________________________________
The number of daily Lay-On-Hands a paladin can use is = WIS mod
Shifters are actually cool. Once the hit bloodied, they get an ability
that kicks in and last the last of the encounter that adds +2 spd and
I believe + dmg (for shifter: razorclaw). The other shifter had
another + ability that kicked in at bloodied and lasted the whole
time.
Rogues are AMAZING. Like seriously, damn near Op. At 3rd level they
get a utility power that lets them re-roll any bluff check (Trigger:
when player rolls bluff, and doesn't like the look of the roll.) They
also have a nice garrotte ability that does 7w and can be held for a
bit...fun thing about holding it is that attacks on the rogue have a
possibility of hitting the person you're choking). They get auto-
escpape grapple abilities, and lots of things playing off Combat
advantage (including one that we figured could add 7W dmg +10d8 +dex
mod). Very sick.
Starpact warlocks can throw you into the stars and bring you back
bent...and infernal pact locks can banish someone to hell for a time
(keeping them there for up to 3 rounds with a minor action).
If you take multiclassing paragon path option, you get an at will
ability of your new class at 11, and a new encounter and daily at
upper levels.
Minotaurs are a MM race, and get a fun per encounter charge attack,
and +2str and +2 con.
Doppelgangers get a "look like another humanoid" ability that's at
will effectively.
Gnomes. GNOMES. Gnomes are insane. Gnomes can *turn invis* once per
encounter after they've taken dmg. They can also choose to roll "hide"
instead of intialtive at the start of an encounter. Hello Gnome Rogue.
And by "hello" I mean, "Please, for the love of god, stop stabbing me
in the back." My friends quote was "Man, I hate gnomes! They're
stupid! But now I can't stop picturing a pack of gnomes sitting in the
trees doing the clicking noise that the Predators make in the alien
movies. Stupid stealth gnomes. I'm going to have to play one."
Bugbears get a dmg bonus for combat advantage I believe.
Rituals: range from cheap to learn and cast to expensive. As an
example: Raise Dead costs 650GP to learn uses a 500gp reagent, and
"scales" at levels. At lower levels, it's "free" except for the
reagent cost." At medium levels it's 5,000gp. And at epic levels it's
50,000. Oh, and the raised person gets a penalty of -1 until you've
passed "3" milestones.
Oh, and another interesting/weird feature....there is an easy to cast
ritual that clears 1 status ailment (curse, disease, etc) each time
it's cast, but with a catch. You make a heal check, and your result
='s how much dmg the TARGET sick player takes while being healed. SO,
a low roll can kill outright, or can do dmg. A high roll causes very
little dmg.
Warforged
________________________________________
I did get a bit on the Warforged
+2 STR, +2 CON
Speed 6
Vision Normal
+2 to Endurance Skill
Can wear armor
Stat Generation methods
________________________________________
The PHB lists several ways to generate your character.
1. Array 9 to 16 (I don't have exactly which numbers, but only one of
any number)
2. Point Buy (10 in five stats, 8 in sixth. 25 points to buy up from
that, I don't remember the costs.)
3. 4d6 drop the lowest
Trapfinding: It's part of thievery.
Half-elf racial multiclass: Confirmed. Can take a power from any OTHER
class. (can't take extra at-will from own class)
Tumbling is a Rogue Utility power. Once per encounter, shift half your
base move.
+1 to each of two different stats at about every 4th level, but there
are a few levels (I think 11 and 21) where every stat gets a +1 bonus.
Q: what the Star Pact is, fluff-wise?
A: Not to be a smart ass, but it's "Monsters from the stars." One
ability throws the person into "A dark and twisted area of space", for
7d10 dmg (and this could be off, I didn't write it down) where they
float for a bit then fall down "mad"...considering everyone there
enemy. They take Opportunity Attacks on everyone, and consider
everyone an enemy.
I honestly got a psudonatural flavor...not in the "weird tentacle"
way, but in the "things man was not meant to know kind of way."
As to the DMG, we looked at all three books, what would you like to
know? Mostly it was info on running a game, virtually no info for
players. A bit on terrain, a nice section on traps, a little on
weather...
Many things, but I didn't read it much. I was looking for info on
Craft or Profession skills, also Commoners and 0-Level options, but I
came up with nothing. I could have missed it, but I was looking
specifically.
Yeah, the "main" person starting a ritual must have the ritual caster
feat (which wizards and clerics get for free). As far as I can tell
ANYONE can assist after that though...it specifically mentions that
other players helping (the ritual assistants I think it called them)
can contribute to the casting of the ritual by helping with skill
checks or spending healing surges if the ritual requires them. So
again, they're trying to make it more of a team effort.
I can't remember if they said this or not in the magic item preview,
but the disenchant ritual costs gold to cast and gives you enough
"residium" for an item 5 levels lower then the party.
There are lots of the old spell lists coming back as rituals. And you
can have level one rituals...Animal Messenger was level 1 I believe
(numbers on this may be a bit off, again I was rushing) 50 gold to
learn and 35 gold to cast...you can whisper a few words to random
small harmless woodland creature and they'll take your message
somewhere in range.
Ok, re: dragons...dragons are INCREDIBLY nasty. Like, super nasty. An
older white dragon has a sphere of super cold around it that does 30
pts of cold dmg every round. And anyone IN The sphere gets cover from
those outside of the sphere. So basically melee can whale away every
round...but they get flashfrozen, while ranged are getting penalties
to attack.
Green is pretty nasty too. They have a poison attack, and if you get
two poison counters you're out of the fight (can not attack) until you
get unpoisoned.
Oh, and before I forget...Storm giants are crazy as well. They have a
sphere around them (3 squares I think) where the "elemental storms"
are going crazy constantly....in that effect take 20 dmg, it's
considered difficult terrain, and they get cover from outside.
RITUALS: I'd say there are a few dozen at least. I didn't see the
rules about how often they can be cast, but the few casting times I
noted were around 10 mins. And I didn't see anything that was class
specific (which doesn't mean that there aren't a few), but you do need
the casting feat. So my understanding of Raise Dead (again, based on a
very VERY quick read) was that anyone with the ritual caster feat that
learned that spell would be able to cast it.
+
WARLORD: Oh yeah. Warlords Healing word power works the same as
clerics (can use it 2 times per encounter, healing surge + 1d6 + cha,
per round, no "per day limits" like the DDExperience cleric). One of
my big worries was that warlords were going to underpowered in healing
next to a cleric, but I can definitely say that is no longer a
concern.
And warlords in general are fun...lots of "make this big attack, and
some nearby ally is insipired and can spend a healing surge" that kind
of stuff. One ability called "Stand up the fallen" (or something
close) allows a big attack followed up every ally in a 10 ft burst
being able to use a healing surge if they'd like.
Oh yeah, this very cool epic attack that again did big melee dmg (7w +
strength) and "routes" the enemy...every enemy in a burst (I think it
either 10 or 5) is forced to move 1 square per INT bonus of the
warlord AS THE WARLORD DIRECTS. I think that's called "Own the
Battlefield."
Seemed very cool.
+
A few more things after talking to my friend who also went with last
night:
There is an ability that lets a rogue run past his enemies, provoking
AoO. The trick is, that they don't hit him...they HAVE to hit
themselves!
There is an ability that allows the rogue to jump on the enemies back,
and begin to garrote them as a grapple. If they can hold the grapple
for 3 rounds, the target falls over unconscious. Additionally, enemies
trying to knock him off, have a solid chance of hitting their comrade.
There is an ability that if the rogue hits you when you're bloodied,
it does 7[w] damage and crits on a 17+.
All of the above were 15th level abilities.
Humans - Broken again, (they get a bonus at will power from their
class, a bonus feat and a bonus skill).
Half elves can take an at will ability from *any* class, and make it
an encounter power for them.
Dragon Born's breath weapon scales as they level, capping at like 3d6
or so (again, not bad for a minor action...and not sure how feats
could affect this).
+
sul 5 clone c'è in parte in italiano... :)
http://zaxarius.altervista.org/modules.php?name=Forums&file=viewtopic&p=195447&sid=131e1fd494c413ffa73687879e62cd7b#195447
--
Fabio

 Gnomes. GNOMES. Gnomes are insane.
In effetti sembrano forti, di solito sono sempre delle chiaviche...
salut
-- 
_______________________
l'Iran ha chiesto l'intervento dell'Onu contro gli Stati Uniti perché
loro hanno Chuck Norris 

 In effetti sembrano forti, di solito sono sempre delle chiaviche...
mi pare carino la cosa che invece dell'iniziativa possono tirare per
nascondersi!
--
Fabio

 nascondersi!
No no, sono carini, spero solo che siano caratterizzati diversamente dalle 
vecchie versioni, insomma una bella revisione stile halfling di D&D3 (e già 
Eberron ha fatto qualcosa in merito alla caratterizzazione degli gnomi).


 Eberron ha fatto qualcosa in merito alla caratterizzazione degli gnomi).
spero e penso di si, almeno ora sono fortemente legati al feywild ed
ha senso il loro "magicume"
--
Fabio

qualche altra info
dal mex 140 in poi
http://www.enworld.org/showthread.php?t=226375&page=10&pp=15
draghi
I can appreciate not covering all 10 dragons in the MMI. With each
dragon taking up about 4 (or was it more) pages in the MM, each one
removes 2 other monsters. Leaving some dragons out gives more variety
to what is presented.
Don't get me wrong. The different dragons are VERY different from each
other, with different types of attacks besides different breath
weapons, different tactics, different habitats, different
personalities and motivations. (Sorry I can't provide any examples.
The above was gleaned from overhearing two customers as they discussed
what they were reading.) Still, you want to fight small creatures,
swarms, undead, humanoids, undeads, giants, aquatics, mundanes,
etherials, demons, and gnomes some of the time, too.
mezz'elfi
The half-elf gets an at-will ability from another class and treats it
as an encounter power.
--
Fabio

 si i draghi marroni sono draghi di m**** ;)
Ehi! Canth e' un drago marrone, ed e' una delle bestie piu' nobili mai
vissute sulla faccia di Pern! :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/

 vissute sulla faccia di Pern! :P
vabbe' ma non è canon dnd :P
--
Fabio

 vabbe' ma non è canon dnd :P
Ovvio che no, e' pure fantascienza ^^^


mi sembra un argomento migliore delle barbe delle nane ;-)
le nane non hanno barba
e non sono nemmeno chiatte
e le draghesse non hanno tette (hei? mai sentito parlare di UOVA...?)
-- 
Fabio Cavallin
a.k.a. Dottor Divago
«[...]And then the day come when cylons decided to kill their masters»

età epici :)
come e' giusto che sia :)
si chiama "dungeons and dragons" e mipare giusto che i draghi siano putenti :p
come erano nella terza, del resto...


 le nane non hanno barba
Nei FR sģ.
Che poi č anche uno dei motivi per cui i nani fligliavano poco fino alla 
Thunder Blessing, facevano fatica a riconoscersi tra maschi e femmine, 
quindi non sapevano mai con chi potevano finire a letto. :p


 
Sono d'accordo con te. Comunque le immagini dei dragonborn viste finora
secondo me sono orrende...


secondo me sono orrende...
non solo quelle >_>


 e le draghesse non hanno tette (hei? mai sentito parlare di UOVA...?)
anche l'ornitorinco fa le uova!
Fabio

 del resto, donna nana tutta tana (lo dice anche il detto) =)
Che non contrasta col fatto che la tana prima devi trovarla! LOL


sempre su enworld altre info
http://www.enworld.org/showthread.php?t=226804
Scoop - Notes from the 4E Corebooks: Alignment, Monsters, Artifacts
and More
--------------------------------------------------------------------------------
First of all, thanks to Stormtalon, who noted that my FLGS (name
deleted to protect the innocent  ) had copies of the three core
rulebooks for browsing. I swung by after work this afternoon and took
a look. The following are my impressions of the parts I looked at--
somewhat scattered and incomplete, since I only spent a few minutes
with them. I invite correction from designers and playtesters.
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, while chaotic evils just do what they want
regardless of who it hurts. 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.
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.
--
Fabio

 non solo quelle >_>
Beh, ma altre invece mi sono piaciute (gli scheletri, i troll...)
Ma i draghi che fa 'sto tipo non sono il mio genere di draghi.


[quote="Alabardo"][url=
http://www.enworld.org/showthread.php
?
t=227093]Qualche info sul mago presa da una sbirciatina al PHB:[/url]
[quote]
Cantrips:
There are only 4 and you get all of them at level 1.
Light, Mage Hand, Ghost Sound, and Prestidigation (a small list of
effect, each last about an hour, can have 3 going at once).
Spell Book:
You start with one for free and it can hold Daily and Utility spell
plus it keeps your known rituals. It comes with a little over 100
pages, and each spell takes one page. Plus rituals take a number of
pages equal to it's level.
Rituals:
You start the game with 3 for free (I think I only saw 3 level 1s so I
guess you get all of them but not 100% on that).
[/quote]
Ci sono solo 4 cantrip, il mago usa il libro delle spell e dei rituali
in modo simile alla 3.X, e parte con 3 rituali.[/quote]