Caro Visitante, por que não gastar alguns segundos e criar uma Conta no Fórum Valinor? Desta forma, além de não ver este aviso novamente, poderá participar de nossa comunidade, inserir suas opiniões e sugestões, fazendo parte deste que é um maiores Fóruns de Discussão do Brasil! Aproveite e cadastre-se já!
Só se ele sair como suplemento pro D&D. Aí sim. Mas não creio que a GSL permita mudanças drásticas, como o sistema de magia, por exemplo.
Olá pessoal!
Quem estiver interessado em encomendas do D&D 4th Edition, entre no site
www.legendsdobrasil.com.br
Abraços
Novamente:
Uma dúvida: até agora, como estão as perícias afinal? Pq não entendi lhufas das perícias da ficha do Lorde das Profundesas.
Ainda existem os pontinhos ou eles foram aposentados?
Pq a ficha do Lorde das Profundesas tá estranho...
Rivers and streams crisscross the world, and upon these waterways, the nomadic halflings quietly do the same. Legend says that Melora and Sehanine together crafted the halflings, instilling in these small folk a love of water and nature, as well as an innate wanderlust and stealth. The same stories say that both goddesses then left the halflings to their own devices.
Left to themselves, halflings lived for ages. They formed close families and communities, centered on their wisest elders. Clans of halflings wandered creation, never stopping for long, and rarely claiming any particular spot as their own. Their traditions formed and survived among a population constantly on the move and influenced little by the ways of other races. Unassuming, resourceful and independent, halflings hardly ever attracted much notice.
But Avandra, the goddess of boldness, luck and travel, took note of the halflings traversing the world. It seemed to her as if these little people, whom she didn’t create, were hers nonetheless by virtue of the fact that they were living manifestations of her best-loved ideals. Halflings say Avandra smiled on them that day, adopting them as her people and blessing them with good fortune through their worldly struggles. Anyone who knows halflings has little doubt that chance is indeed on their side.
Halflings, for their part, hold fables such as these as true, and their rich oral tradition of such tales is an important part of their culture. Young halflings learn the lore of their people, clan and family from hearing stories. From these, halfling children also pick up lessons on morality and knowledge of many subjects. Outside the political struggles, wars, and other concerns of nations and empires, but widely traveled, halflings have observed and preserved what they learned in their common yarns.
Favorite sagas retell the life and deeds of halflings bold enough to strike out on their own to see the world, right a wrong, or accomplish a great task. Most halflings are practical folk, concerning themselves with the simple things in life. Adventurous halflings are of the same stripe but practice such habits in a different way. A halfling leaves the security of family and clan not for high ideals, fame, or wealth. Instead, he goes to protect his community or friends, to prove his own capabilities, or to merely see more of the world than his nomadic lifestyle can offer.
A halfling hero might be the size of a preteen human child, but he has quick feet, deft hands and quick wit. He is forthright, bold and nigh fearless. His talents run toward sneakiness and craftiness. Pluck and fortune carry him to success where others would fail. He is an expression of all that halflings esteem, and so he is a valuable ally and a daunting foe.
All this went into creating halflings for the 4th Edition Dungeons & Dragons game. The popular halfling of 3rd Edition is only slightly re-imagined so the race’s mechanical elements make the story elements true. Halflings are still Small, even though they are not 3rd Edition’s versions—in which halflings are the size of 3- or 4-year old humans. They still make great rogues, but they also make good rangers. A few new aspects, such as a tweak to Charisma and a slight influence over luck, in addition to making halfling warlocks viable, reinforce the halfling as a lucky, loveable protagonist. A halfling can also be a hard-to-kill enemy sharp of tongue and blade.
In other words, halflings are exactly what veteran D&D players expect from the 4th Edition refinement to something that worked well in 3rd Edition. Similar flavor, mechanical underpinning to the story, and as much, if not more, fun.
Agora alguém só me diga o que halflings tem a ver com Warlocks. Rogue, claro, Ranger, OK, mas Warlocks?
One of the nice things about the roles is that they let you play around with power sources without messing up the basic structure of the game. You can totally do a no magic game with the PH by sticking to the fighter, rogue, warlord, and ranger. You wouldn't have a controller, but it is possible to create a martial one.
You can also roll things back another step and do some crazy stuff with the structure of the classes. Since many of the elements of character progression are unified, you could run classless D&D by allowing players to select maneuvers and spells from any class they want, mingling the two together, or start everyone with access to all heroic abilities and grant access to divine and arcane via feats.
The really nice thing is that this structure allows you to better depict many classic D&D settings and fantasy worlds. You can run pre-War of the Lance adventures in Dragonlance without clerics. You could run Conan with just the heroic classes for PCs and NPC spellcasters as villains and allies.
The one stumbling block is that the game expects fighters to wear heavy armor, but you could get around that by building a simple house rule (a fighter in light armor gets a flat bonus to AC to make up the gap).
Tá, então se o fighter com armadura leve vai ganhar um bônus para preencher a lacuna, por que gastar dinheiro (muito) com uma full plate? Eu acho que esse era o papel da penalidade de armadura e limite de deslocamento: você anda menos por rodada, não consegue saltar, escalar, nadar, etc. Além disso, tinha a CA de toque. Talvez uma penalidade nos reflexos balanceie (use uma full plate para se proteger de espadas e flechas, mas não consiga se esquivar de magias). Quanto à armadura no deserto, tenho certeza que no Sandstorm tem alguma coisa a respeito. No Frostburn tem, e no Stormwrack nem precisa...
E realmente o mago parece que vai ser o único controller. Das 8 classes confirmadas (guerreiro, ladino, warlord, ranger, clérigo, paladino, mago e warlock), tem 2 leaders, 2 tankers, 3 strikers, e 1 controller. Além de que só tem duas classes arcanas, e três de cada outro tipo. Fico imaginando se ainda não haverá mais algum segredo da wizards...
The really nice thing is that this structure allows you to better depict many classic D&D settings and fantasy worlds. You can run pre-War of the Lance adventures in Dragonlance without clerics. You could run Conan with just the heroic classes for PCs and NPC spellcasters as villains and allies.