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4ª edição do melhor RPG do mundo.

  • Criador do tópico Criador do tópico RPGISTA
  • Data de Criação Data de Criação
Na verdade, um clérigo na 3E só é assim se o jogador quiser. Clérigo era um péssimo suporte, já que ele quase só tinha buffs para si mesmo, e poucos dos que dão para usar em outros funcionam em área. Quanto à cura... Bom, se isso é suporte, prefiro um plebeu com poções, muito mais barato. Na minha mesa, tinha um clérigo que nunca curou ninguém no grupo, só usava magias em si mesmo e partia para a luta. No outro grupo, o clérigo se virava bem entre curas, magias de dano (isto porque estávamos lutando contra zumbis) e expulsões. Nem chegava perto do meu paladino semi-invunerável (a única coisa que me atingiu na aventura toda foi... Bola de Fogo! Esfera Flamejante!).
O problema não é que o clérigo agora pode curar sem precisar de gastar tempo para isso. Isso não era extremamente necessário, mas não é ruim. O problema é que agora todo mundo se regenera sozinho no meio da batalha, no melhor estilo jogo de computador. Recuperar PVs após alguns dias, horas até, faz sentido; o que não faz sentido é em questão de minutos você recuperar esses PVs.
 
Os druidas vão mudar e bastante. A capacidade de shapechange vai ser o foco principal da classe.

Elda, quanto ao lance de todas as classes poderem se curar sozinhas: a 4E parte do seguinte princípio: os HPs não demonstram apenas o dano que o personagem toma, mas também fadiga e perda de moral. O personagem só está tomando dano real quando fica bloodied, ou seja, com 50% dos HPs. E essa habilidade de se auto-curar eu acredito que seja que nem o second-wind do SW Saga, que é uma "respirada", não uma cura real e efetiva. Eu acredito que isso só vá funcionar quando o personagem não estiver bloodied.
 
Ou seja, um pouco mais de realismo para todos aqueles que acham que o sistema de HP do D&D é irreal demais. É o tipo de mudança que eu acho que facilita bem o jogo por que deixa as coisas mais intuitivas e fáceis de serem entendidas.
 
Que pena! Prefiro sorcerer a wizard, principalmente depois de vocÊ ter falado que ia "sobrar" resquícios de magia depois que ele a usasse e que seria mais caótico
 
Para ser sincero, vou sentir mais (MUITO mais) a falta do Bardo que do feiticeiro, ou qualquer outro desses. Mas nem faz tanta diferença, o primeiro personagem que eu vou jogar vai ser mesmo um Eladrin Paladino (se bem que como paladino tá piorando um bocado, talvez sobre para warlord ou mago).
 
O warlord pegou muitas das habilidades do bardo. Só que mais prum aspecto Leônidas da vida.

Sabe o que eu adoraria ver na 4E? Eu gostaria que tivesse uma classe de cada power source (martial, arcane e divine, no PHB1) pra cada um dos papéis (defender, leader, striker e controller). Seria foda poder montar um grupo só com arcanistas, por exemplo, e ele funcionar bem dentro do jogo.
 
Última edição:
Me parece que agora vai ter mais flexibilidade para se criar um personagem usuário de magia (arcana) mas que também saiba manejar armas com certa eficiência, inclusive podendo usar armadura pesa. Esse vai ser meu primeiro char 4.0 :)
 
Essa idéia é legal... Seria legal um grupo que fosse uma ordem religiosa, e mesmo assim não ficasse fraco. Eu não gosto muito desse conceito de "mago de batalha", atacando a torto e direito com magias e buffando todo mundo, mas eu sinto um pouco de falta de um mago mais tipo o Gandalf: salva todo mundo com magias (e sem ter de apelar para bolas de fogo ou raios de energia toda hora) e ainda leva a espada.
 
E com vocês os elfos da 4ª edição:

I've been trying to decide what glimpse into the D&D 4th Edition process I could share with you this month. I wanted something cool, something big, something that said "Happy holidays" to everyone in the D&D community.

So I looked around at what the team and I are working on during these last few days of the work year. James Wyatt, Mike Mearls, and I are reviewing every playtest comment, every monster entry, and every rules element, but nothing in that process seems exactly right for what I'm imagining.

I'm busy putting the finishing touches on the skills chapter, paragon paths, epic destinies, and magic items, but that stuff still needs to go through the editors before it's ready for prime time viewing.

Michele Carter, Jeremy Crawford, and Kim Mohan -- excellent editors all -- are neck-deep in the Player's Handbook, scrubbing classes and powers so that they really shine and making sure that everything synchs up from one chapter to the next. One place where they feel pretty much done (at least until James, Mike, and I come back with an adjustment based on the feedback we're reviewing) is the races chapter. Maybe something in there will satisfy my holiday spirit …

I just stepped over to talk to Andy Collins, my mechanical design and development manager (he oversees all of the mechanical game designers and developers that work on my team) to see what he thinks would make a good present. After a brief conversation, and a courtesy call to Scott Rouse to get his buy off, we're all in agreement. I'm going to share with you the first look at a D&D 4th Edition race entry. And, since it is the holiday season, what better place to start than with the elf.

In the current 4th Edition preview book, Races and Classes, we talked a bit about our approach to races. Let me add to that before you skim down to look at the elf. One of the changes that we decided on early for player character races was that we would only provide ability score bonuses. Penalties based on your choice of race are a thing of the past. We wanted to make sure each race had powers and abilities that set it apart and helped make it feel more like the race in question. We also worked on some size issues to make better sense of the various characters and their place in the world. Finally, we looked at the flavor and back story to make sure that each race had a unique role that didn't impinge on any of the other races in the game.

OK, enough with the chit-chat. Let's unwrap your present!
Elf

Quick, wary archers who freely roam the forests and wilds.

Racial Traits

Average Height: 5' 7"-6' 0"
Average Weight: 100-130 lb.

Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Low-light

Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception

Elven Accuracy
Elf Racial Power

With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.

Encounter
Free Action
Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.

Elven Weapon Training: You gain proficiency with the longbow and the shortbow.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Group Awareness: You grant non-elf allies within 5 squares a +1 racial bonus to Perception checks.
Elven Accuracy: You can use elven accuracy as an encounter power.

Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.

Play an elf if you want …

* to be quick, quiet, and wild;
* to lead your companions through the deep woods and pepper your enemies with arrows;
* to play a ranger, a rogue, or a cleric.

Physical Qualities

Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf's hair color is dark brown, autumn orange, mossy green, or deep gold. Elves' ears are long and pointed, and their eyes are vibrant blue, violet, or green. Elves have little body hair, but males often grow long sideburns. They favor a wild look to their hair, which is often a shaggy mass of braids.

Elves mature at about the same rate as humans but show few effects of age past adulthood. The first sign of an elf's advancing age is typically a change in hair color -- sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be well over 200 years old and remain vigorous almost to the end.

Playing an Elf

Elves are a people of deeply felt but short-lived passions. They are easily moved to delighted laughter, blinding wrath, or mournful tears. They are inclined to impulsive behavior, and members of other races sometimes see elves as flighty or impetuous, but elves do not shirk responsibility or forget commitments. Thanks in part to their long life span, elves sometimes have difficulty taking certain matters as seriously as other races do, but when genuine threats arise, elves are fierce and reliable allies.

Elves revere the natural world. Their connection to their surroundings enables them to perceive much. They never cut living trees, and when they create permanent communities, they do so by carefully growing or weaving arbors, tree houses, and catwalks from living branches. They prefer the primal power of the natural world to the arcane magic their eladrin cousins employ. Elves love to explore new forests and new lands, and it's not unusual for individuals or small bands to wander hundreds of miles from their homelands.

Elves are loyal and merry friends. They love simple pleasures -- dancing, singing, footraces, and contests of balance and skill -- and rarely see a reason to tie themselves down to dull or disagreeable tasks. Despite how unpleasant war can be, a threat to their homes, families, or friends can make elves grimly serious and prompt them to take up arms.

At the dawn of creation, elves and eladrin were a single race dwelling both in the Feywild and in the world, and passing freely between the two. When the drow rebelled against their kin, under the leadership of the god Lolth, the resulting battles tore the fey kingdoms asunder. Ties between the peoples of the Feywild and the world grew tenuous, and eventually the elves and eladrin grew into two distinct races. Elves are descended from those who lived primarily in the world, and they no longer dream of the Feywild. They love the forests and wilds of the world that they have made their home.

Elf Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild.

Male Names: Adran, Beiro, Carric, Erdan, Gennal, Heian, Lucan, Peren, Rollen, Soveliss, Therren, Varis.

Female Names: Adrie, Birel, Chaedi, Dara, Ennia, Farall, Harrel, Iriann, Lia, Mialee, Shava, Thia, Valenae.

Elf Adventurers

Three sample elf adventurers are described below.

Varis is an elf ranger and a devout worshiper of Melora, the god of the wilds. When a goblin army forced his people from their woodland village, the elves took refuge in the nearest human town, walled and guarded by soldiers. Varis now leads other elves and some human townsfolk in raids against the goblins. Although he maintains a cheerful disposition, he frequently stares into the distance, listening, expecting at any moment to hear signs of approaching foes.

Lia is an elf rogue whose ancestral forest burned to the ground decades ago. Lia grew up on the wasteland's fringes in a large human city, unable to quite fit in. Her dreams called her to the forests, while her waking hours were spent in the dirtiest parts of civilization. She joined a group of adventurers after trying to cut a warlock's purse, and she fell in love with the wide world beyond the city.

Heian is an elf cleric of Sehanine, the god of the moon. The elven settlement where he was born still thrives in a forest untouched by the darkness spreading through the world, but he left home years ago, in search of new horizons and adventures. His travels lately have brought rumors to his ears that danger might be brewing in the ancient forest, and he is torn between a desire to seek his own way in the world and a sense of duty to his homeland.

Well, there you have it. The first unveiling of a full race entry from the 4th Edition Player's Handbook. Oh, what the heck. I'm feeling generous this morning. It must be the season. Here's a racial feat you can peek at, too.

Elven Precision [Elf]

Prerequisites: Elf, elven accuracy racial power, heroic tier
Benefit: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.

OK, I better stop here or I'll be tempted to show you the entire class chapter. Hmmm … maybe next time? Anyway, have a great holiday season and remember to …

Keep playing!

--Bill Slavicsek

Fonte: http://www.wizards.com/default.asp?x=dnd/dramp/20071221
 
É, esse artigo só veio a confirmar o que vinha sendo dito a respeito dos elfos nos foruns por aí.

Só umas curiosidades: Melora? Deus selvagem? Não era o Obad-Hai?

Muita gente vai chiar com a escala de movimentação ser em squares. Eu não me importo e acho até mais prático pra usar no grid. Pra quem não usa, pouca diferença faz se a distância é marcada em feet, metros, joules ou squares.

Adorei ver o racial feat. Isso vai ser foda. Achei interessante a limitação de nível (tem que ser heroic pra pegar esse feat).
 
OMFG!!!! A história dos elfos, eladrin e drow é a coisa mais foda EVER!!!!

Once they were a single race: The elves say they were elves, the eladrin say they were eladrin. The drow say they were debased, unfinished, and fatally flawed, and would have stayed that way but for the help of Lolth.

In the younger days of creation, a fey race walked the borders between the world and the Feywild. Corellon and the two sisters, Sehanine and Lolth, delighted in this race, for all three gods saw in them the qualities they most valued. Corellon prized them for their artistry, their innate sense for the ebb and flow of magic, their song, and their fierce anger in battle. Sehanine loved their stealth, their gentle footsteps in the shadows of the forest, and their curiosity and wonder at the newborn world. And Lolth particularly enjoyed those who sought power and seized it, who spied and schemed to achieve their goals, who showed no mercy to their enemies or their rivals.

For this young race, like most of the fey, had a very different sense of morality from that of other races. Moradin, Pelor, and Bahamut taught their followers the noble path of law and good, encouraged them to shun evil, value life, and build societies that protected their weaker citizens. The elves, though, were as changing as the seasons and the moon, mercurial in their passions. Corellon taught them to love beauty and savor life but to kill in an ecstatic fury of blasting magic and whirling blade when they faced their enemies in battle. Sehanine taught them to find their own paths without any particular ethical code. And Lolth extended Sehanine's doctrine to its extreme, teaching the elves to place their own goals above all other cares and to stop at nothing to achieve them.

The elves as a race were neither good nor evil -- they didn't think in those terms. They enjoyed beauty and pleasure, and many of them found pleasure in kindness and beauty in every facet of life, and so acted in good ways. Still, they might inflict pain or even death, not out of cruelty, but purely out of curiosity. Others found pleasure in causing pain, and turned their path to evil.

Sehanine, god of the full moon, was fair-skinned and dark-haired, while Lolth, god of the new moon, was the opposite. As the race of elves spread and built their first cities, Lolth marked her favorites -- those elves who delighted in murder and destruction -- by matching their coloration to hers. Even before Lolth's rebellion, these dark-skinned elves began to claim the name of drow, an ugly Elven word that refers to the things that haunt the night.

Up to this point, the legends and histories of the three races mostly agree. Some details may differ -- most notably the name by which the unified race was known -- but the broad outline is the same. With the rebellion of Lolth, however, the histories diverge. They agree on the fact of Lolth's revolt: She turned against her sister and Corellon and led her chosen ones in battle against the other elves. The reason for her revolt is less clear. The most common legends include the following:

* Lolth grew tired of sharing her power and authority with Sehanine and tried to kill her sister, to claim the shadows and the moon as her exclusive domain.
* Lolth was jealous of the affection between Corellon and her sister and tried to kill one or the other of them.
* Lolth descended into the Elemental Chaos and even plumbed the Abyss in a search for knowledge or power, and she made alliances with demons -- and then Corellon and Sehanine sought to punish her blasphemy.
* Or Lolth believed that her chosen people should rule the elf race and led them to seize power, which only then resulted in conflict among the gods.

Whatever the reason for the revolt of Lolth and the drow, the consequences were devastating. War tore through the shining fey cities and consumed the woodlands of the world with fire. Some say that the world and the Feywild grew more distant from each other, making passage between them more difficult and driving a wedge between the elves who favored one over the other. Ultimately, the drow were cut off and banished from elf and eladrin communities, driven into the dark places of the world, the Feywild, and the Shadowfell. Lolth made her home in the Abyss, taking the title of the Demon Queen of Spiders.

By the end of the rebellion, the elves, the eladrin, and the drow were three distinct races. Each was shaped by the nature of their home and the favor of their gods.
Elves: A Closer Look

Whatever the history and legend of their origin, the elves of the present day are very much creatures of the world. Though still fey in their nature, they are attuned to the world and its primal power, at home in the woodlands, and they live in harmony with the beasts and trees that share their home.

Since the revolt of the drow, the elves have walked quietly over the earth, leaving little trace. As kingdoms and empires grew and collapsed -- the human realm of Nerath, the dragonborn Arkhosia, the tiefling Bael Turath, and countless nations before them -- the elves remained in their woodland homes, mostly unaffected by the rise and fall of nations. On a few occasions, the eladrin built kingdoms in the world. Sometimes these kingdoms sought cordial relations with their elf neighbors, and elves and eladrin lived as close as they ever had since Lolth's rebellion. At other times, the eladrin tried to force the elves into a reunion of the races and met bitter resistance. There can be no doubt, now, that the two races will never again be one.

Shunning kingdoms of their own, the elves no longer build cities as their ancestors did, but make their homes among the trees. They live in family or clan units, sleeping in tents or under the stars as they range through the forests and gather what they need to survive. At other times, they in temporary villages built on platforms in the branches, linked by vines and ropes -- almost a natural part of the trees themselves. They roam with the seasons, following animals on their migrations or journeying to where fruits and nuts grow in greatest abundance. At least twice a year -- at midsummer and midwinter -- elf families and clans gather together to observe the turning of the seasons, share stories and news of the recent months, and celebrate marriages, births, and deaths.

In the darkness that has been growing since the fall of Nerath, the elves find it more and more difficult to maintain their traditional ways. Many of their forests are no longer safe even for their keen-eyed archers and hardy warriors. Some forests have burned to their roots, driving the elves to find safe refuge in the better-defended settlements of other races. Where, in the past, it was unusual to find elves in human towns except as traders, now many elf families have taken up permanent residence among humans, halflings, and even dwarves, joining with these other races for protection against the darkness.

As a race, elves are fleet of foot and agile. Though they are by no means stupid, they do not place the same value on learning and intellect that their eladrin cousins do. Rather, they value the wisdom of years and the truth of intuition and insight. Their more comic legends are full of eladrin who are puffed up with their own knowledge but lack even a modicum of common sense, and cunning elf heroes who trick their foolish cousins.

Elves share a passionate and emotional nature with many of their fey cousins. They experience feelings deeply and intensely, and their emotions are often mercurial. An elf can swing from wailing grief to heartfelt laughter in a moment, and as quickly to burning rage. They make bitter enemies, sometimes clinging to grudges through long generations, but they are reliable and compassionate friends who remember gratitude longer than wrongs.

Many elves still revere Corellon and (particularly) Sehanine, but many others worship Melora, god of the wilds where they make their homes. Even those elves who drift toward evil rarely turn to Lolth. The legend of her rebellion stings too much. Instead, they worship the Raven Queen, Zehir, or occasionally savage Gruumsh.

For many elves, the gods are not much different from the clan elders who have moved on from this life to another. They remember the gods in thanks and might pray for insight, but not many elves become champions of any god's ideals as a cleric or paladin. They are not as fascinated with arcane magic as their eladrin cousins, often growing impatient with its intricacies and precision. They are drawn more to mastery of primal power, which keeps them attuned to the natural world with its spirits and forces. Elf rangers, rogues, druids, and barbarians are the most common adventurers.
Eladrin: A Race Apart

The eladrin claim to be the original race from which both elves and drow split, with the (usually) unspoken implication that both other races fell away from the state of near-perfection that the eladrin embody. Certainly, the eladrin are still the most fey of the three elf races, still steeped in the magic of the Feywild and still the favored children of Corellon. Arcane magic suffuses their bodies and souls, sometimes emanating from them in a soft nimbus of fey light.

Many races of the world can look back in history to a shining example of their ancestors' accomplishments: the dragonborn empire of Arkhosia or the human realm of Nerath, for example. When the eladrin reflect back on their days of glory, they think first and foremost of the time before Lolth's rebellion, when the whole Feywild shined with the light of the eladrin cities. Those cities now lie in ruins, still hauntingly beautiful among the fey forests with moonlight shining on their shattered spires and ivory walls, but haunting in their testimony to the violence of the rebellion.

Eladrin still build towers of graceful beauty in the grandest places of the Feywild -- breathtaking gorges and verdant glens -- and sometimes even among the ruins of their ancient cities. But no eladrin city of the present day, or of the past hundred centuries, can compare to the heights of the eladrin race in that mythic time before. Eladrin cities of the present day are usually little more than a single ivory spire rising above a scattering of smaller homes, all built in perfect harmony with their surroundings as if carved from the earth by wind and rain.

There have been times in the history of the world when eladrin tried to rebuild the ancient glory of a united race, extending their city-states into the natural world and making overtures to nearby elf communities. These dreams of kingdoms that would bridge the worlds have always crumbled to dust with the passing of years, usually within the span of a single generation.

Eladrin society has more in common with the human structures of nobility and rulership than it does with the family-based society of the elves. Noble houses ruled by eladrin with titles such as Bralani of Autumn Winds or Ghaele of Winter govern tiny princedoms scattered across the Feywild. The eladrin swear loyalty to their noble protectors, who promise to help defend them against fomorians and other dangers of the fey darkness. Unlike human rulers, these noble eladrin wield tremendous power derived from a close connection to the magic of the Feywild, so their tiny city-states do remain as lights, however dim and flickering, standing against the encroaching darkness.

Eladrin share the grace and agility of their elf cousins but place more value on the developed intellect than on intuition and emotion. All eladrin are scholars to some degree, versed in the history of their race and the theories of magic and more inclined to calculate possible solutions than to run with a gut feeling.

The eladrin can seem cold and emotionless to outsiders, if sometimes capricious, and they are certainly less passionate than the elves. Their grief manifests as a wistful melancholy, their pleasure as a soft smile, and their anger as a simmering glare. Much like the elves, they have long memories for both gifts and grudges.

Most eladrin worship Corellon and Sehanine. Some temples in the Feywild are still arranged as they were before Lolth's rebellion -- built as three interlocking circles, each with its altar to one of the three elf gods. In most of these temples, Lolth's altar has been destroyed or defaced. Sometimes it is draped with black cloth to hide it from view, and sometimes it is visible but simply unadorned. There are eladrin who believe that the three gods will one day be reconciled, just as the three races will again be one.

Some say that Corellon's dominion of Arborea lies in the Feywild, while others claim it floats in the Astral Sea. It's possible that it drifts between the worlds or somehow exists in both places at once. To the eladrin mind, Arborea is perhaps not so different from the court of any noble eladrin -- larger and more magnificent, perhaps, but a place where any eladrin would feel at home, even in the presence of so great a lord as the noble Corellon. Sehanine, it's said, wanders freely in and out of Corelllon's home but spends much of her time in the Feywild, where travelers might stumble across her path. Some who attend one of Sehanine's moonlit feasts are said to become lost for centuries, while others awaken after a single night to find themselves blessed with gifts and powers beyond their imagining.

More so than the elves, eladrin sometimes become champions of a god in much the same way that one might become a fey knight in service to a noble eladrin. Divine magic is not alien to the eladrin, but arcane magic is their love and part of their nature. Eladrin wizards are far more common than warlocks, sorcerers, or bards, but any form of arcane magic is a source of endless fascination for the race.

Noble Eladrin

The lords and ladies that rule the eladrin are powerful fey who embody the character of the race. Their magic is tied to seasons and emotions. A ghaele might lash out with a blast of wintry cold, while a coure sows strife among her enemies. They are enigmatic and aloof and can be very capricious, especially when mortals venture into their domains. The tale of Ferrin Toth, a human wizard who ventured into the Feywild seeking arcane secrets, illustrates the nature of the noble eladrin.

Proud of his knowledge and confident in his arcane power, Ferrin Toth used a ritual to transport himself into the Feywild. After parting the veil between worlds, he found himself in a lovely valley with a crystalline spire rising beside a sparkling waterfall at the valley's head. He presented himself at the palace gate in the late afternoon, asking for an audience with the ruler of the place.

Two women escorted him into the presence of their lord Immeral, Firre of Passion. Warm braziers lit the audience hall against the approaching twilight and fire seemed to dance in the opalescent eyes of the eladrin lord. He welcomed the human wizard graciously, descending from his throne to escort the traveler on a tour through the palace. Ferrin lingered by the doorway to the eladrin's magnificent library, but Immeral told him he could explore the library in the morning. Ferrin tried to protest -- there was still enough daylight for him to read -- but the eladrin wouldn't hear him. He hurried Ferrin to a luxurious guest room, warned him not to leave the room until dawn's light burned on the horizon, and left him alone.

Ferrin couldn't sleep. His glimpse of the lord's great library tormented him, and desire to plumb its secrets consumed him. When the palace was silent and the full moon glittered in its spires, Ferrin crept from his room and tried to retrace his steps to the library. As he walked, the corridors seemed to twist in on themselves, and soon the gleaming crystal walls melted into thickets of briars. He wandered through what had become a labyrinth until dawn began to brighten the sky. Then the two women who had brought him to the lord's audience hall stepped out of the thickets. Their lovely faces and forms vanished in a flash, revealing monstrous creatures of wood and vine, swinging arms like mighty cudgels at him.

With a word of refuge, Ferrin returned to the sanctum of his own tower. But the vision of the Firre of Passion's library haunted him. Every night he tossed and turned on his bed, thinking of the library and the wonders he had glimpsed through its doorway. Every morning, when dawn's light burned on the horizon, he thought he stood again in that doorway, and hope surged in his chest -- but as soon as the sun rose above the distant hills, his vision cleared and he was still in his tower. Many times he returned to the Feywild, but he was never able to find Immeral's palace again.
Drow: Lolth's Chosen

The drow are creatures of evil and darkness, exiles banished to the subterranean realms beneath the Feywild, the world, and the Shadowfell. Their ties to the forests and valleys of nature are cut, and they live by cruelty and domination, no longer in harmony with the beasts of the wild.

The drow build their cities deep underground, their slender spires and feylit towers echoing or mocking the graceful eladrin cities of the Feywild. Their society is a study in paradox. Within a drow city, various families or houses hold power. A drow without a connection to one of these houses is an outcast, and members of other races are rarely anything but slaves to these houses. The drow are inclined to empire, unlike their cousins, and the well-ordered houses would perhaps conquer both the Underdark and the surface world were it not for Lolth and her priests. Lolth is a god of treachery and chaos, and at her urging, her priests lead the house matrons in constant battles for dominance. Even when a single house manages to cling to power for an extended time, it must be constantly vigilant against the threat of a lesser house trying to claim its position, and struggles among the lesser houses prevent the city from acting in anything like a concerted effort toward conquest.

Drow share the agility of their cousins, which they often put to use in stealth and trickery. Although they are no taller than eladrins, they have a presence that often makes members of other races feel smaller and on edge -- a fury seems to be at constant boil behind their blank white eyes, ready to explode at the slightest provocation. Like the elves, their moods can change in an instant, most often transforming into blind, murderous rage.

The drow remain Lolth's own, and they tolerate the worship of no other god. The names of Corellon and Sehanine are blasphemy to a drow's ears, and even a euphemistic reference to either god is accompanied by spitting on the ground. The drow revere spiders because Lolth chose them as her symbol, and they traffic with demons because Lolth has made some demons her servants. The priests of Lolth hold political as well as spiritual power, serving as advisers to the house matrons if not actually filling that position themselves. Drow society revolves around Lolth, though it means a constant state of civil upheaval.

While elves and eladrin are inclined to view the gods as simply a greater form of their own lords and elders, the drow give Lolth their unquestioning devotion. Far more drow follow divine paths to become clerics or paladins than either elves or eladrin do -- perhaps in part because of the temporal authority that comes with service to Lolth but also for the opportunity to commune more closely with their god and savor her power flowing through them. They have not forgotten their heritage of arcane study, however, and produce many mighty wizards and warlocks. While religion and politics are primarily the arena of women among the drow, the arcane masters of the race are mostly men.

The more high-minded elves and eladrin sometimes take a compassionate view of the drow, perhaps believing that the three races might one day be reunited. The drow, on the other hand, permit no such weakness of thought, as they see it. Whatever their short-term plans of conquest or rebellion, the drow long for the day when they will exterminate their kindred, obliterating the stain of elves and eladrin from the world and the Feywild. Only occasionally do these dreams manifest in any kind of action, but drow have been seen fighting alongside fomorians in the Feywild.

Without a doubt, the aspirations of the drow echo the dreams and schemes of Lolth, the Spider Queen. In her Abyssal domain of the Demonweb Pits, she sits and waits, plotting the day when she can snare her sister and Corellon in her webs and finish the work she started at the dawn of time.

And then the three races will be only one.

Quando o pessoal da RedeRPG traduzir, eu linko aqui.
 
Tudo o que eu poderia dizer contra a 4ª Edição foi silenciado por completo. :feliz: Os Elfos agora são muito, muito, muito mais legais que antes. Todo o lance de seu humor instável, seus poderes florestais... Só não gostei dos cabelos verdes, da expectativa de vida (quero elfos imortais!), e não entendi porque no primeiro texto eles falam para jogar de elfo como rangers, ladinos e clérigos e no segundo falam que clérigos são raros. :think: será só por conveniência (bônus de Wisdom)? E parece que elfos agora costumam venerar Corellon, Sehanine, Melora e... Gruumsh!?
Agora, os Eladrin são perfeitos. :grinlove: A melhor raça já criada para o D&D, incluindo aí todos os Races of, Monster Manual e outros suplementos. Nunca mais jogo com qualquer outra raça (cruzando os dedos para não aparecer um mestre chato). E a história dessas raças é incrível, é a história dos Drow (que já era legal) ainda mais legal. Parece que na quarta edição raças vão vir em pacotes promocionais. Compre "Elfos" e ganhe "Eladrin" e "Drow"! Compre "Tiefling" e ganhe "Dragonborn"! :lol:

Mais diretamente nas regras, eu não liguei do deslocamento ser em quadrados. Eu sempre tive um pouquinho de aflição por ter de ficar convertendo de pés para metros para entender. E os feats e poderes novos parecem legais, rolar de novo um teste pode ser uma forma de balancear mais facilmente o sistema (sem tantos bônus diferentes para serem somados, subtraídos, combados, vetados, corrigidos) e mantém o poder útil mesmo em níveis mais altos. Mas o melhor de tudo, até agora, foram os novos conceitos e cenário.
 
Eu também me surpreendi com a menção do Gruumsh. Mas já que o panteão vai ser todo reformulado (Corellon Larethian, por ex. é o deus da magia e Bahamut da justiça), não me surpreenderia ver a amplitude do Gruumsh ser alterada, ampliando o escopo dele.
 
Pra quem é fã de SdA e leu o Silmarillion, a nova história dos elfos está maravilhosa.

Quero ser um noldor hehehe.
 
Foi o que eu pensei. Eu sempre odiei os elfos do D&D, motivo de chacota de anões, mas agora temos a raça mais legal de todas, os Eladrin. Só quero ver como eles vão fazer para colocar uma raça que possui reinos em outro plano no cenário. Talvez haja no presente um daqueles reinos deles no nosso mundo, ou talvez os jogadores simplesmente saiam de Feywild para se aventurar...
 

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