Na sequência da notícia do anúncio do lançamento da quarta edição em Maio do próximo ano, queria criar este tópico para continuarmos a colocar aqui o que se vai sabendo a partir da Wizards of the Coast e os nossos respectivos comentários. Já muito foi referido no thread anterior, por isso acho que é melhor passarmos a acompanhar estas informações aqui no forum de D&D.
Hoje foi colocado um novo playtest report (para quem não se quer registar no Insider, veja-o aqui) que confirma algumas novidades:
- Warlord é mesmo uma classe da nova edição. Parece desempenhar o papel de leader. Talvez substitua o bardo?
- A mecãnica de second wind de Star Wars Saga vai ser utilizada. Isto permite ás personagens recuperarem HPs sozinhas uma vez por encounter.
- As personagens (e provavelmente os monstros) podem ter a abilidade de fazer counterattacks.


Mais umas migalhas...
Social Challenges: The uninterrupted thinking time on today's run got me to thinking more about Thursday night's playtest. A couple of thoughts.
1) When I talk about "roll, then talk" or "talk, then roll," I think we can pull it off so that some people at the table can do it one way, and others at the table can do it the other way. Or even that a player could shift between 'em from round to round. As long as the DM doesn't provide feedback until both roll and talk are done, then everything works just fine.
2) Reading message board traffic, it doesn't surprise me that people feel strongly about the relative importance of stats-and-rolls vs. at-the-table dialogue. But you know what does surprise me...at least a little? How quickly otherwise-reasonable gamers cross the line into saying, "You're doing it wrong" to people in the other camp. Vive la difference!
3) Eric Noah is pretty good at sussing out our future rules, at least in part. He's clearly had lots of practice, right?
4) Maybe the biggest change that we're contemplating is that no matter where you are on the roll-talk continuum, it's going to be more than a single exchange that determines whether you overcome the challenge. Or at least let me put it this way: A single exchange is as likely to determine a social outcome as a single attack roll is likely to determine a combat outcome.
5) "Exchange" is probably not going to be a game term. I'm just using it like (gasp!) a regular word.
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Evil never dies, it just waits to be reborn...
core setting!
The Dungeons & Dragons game assumes many things about its setting: The world is populated by a variety of intelligent races, strange monsters lurk on other planes, ancient empires have left ruins across the face of the world, and so on. But one of the new key conceits about the D&D world is simply this: Civilized folk live in small, isolated points of light scattered across a big, dark, dangerous world.
(link para quem não está registado no D&D Insider)
Por estarem a falar disto agora, parece que os corebooks vão ter bastante mais ambiente - algo que sempre fez falta. Não pode ser só números, tabelas e regras.
the four roles e como o bardo vai ficar mais fixe
Unlike their 3e counterparts, every Leader class in the new edition is designed to provide their ally-benefits and healing powers without having to use so many of their own actions in the group-caretaker mode.
(...)
4th Edition has mechanics that allow groups that want to function without a Leader, or without a member of the other three roles, to persevere. Adventuring is usually easier if the group includes a Leader, a Defender, a Striker, and a Controller, but none of the four roles is absolutely essential.
para quem já não sabe do que estamos a falar
Esta é uma entrevista recente a um dos lead designers de 4th Edition.