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D&D 4e Smalltalk
Selganor [n/a]:
--- Zitat von: Bombshell am 22.12.2007 | 12:36 ---Hallo,
sind in dem Previewheftchen auch die Artikel aus dem DnD-insider zur 4e drin?
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Waere vielleicht nett fuer Leute ohne Internetzugang (auch wenn deren Anteil merklich schwindet), aber eine reine Sammlung von "Hintergrundinformationen" ist auch nicht schlecht.
--- Zitat von: Matthus am 21.12.2007 | 17:45 ---Mit 200 Jahren Lebenserwartung, impulsiven und wildem Verhalten (und Aussehen), etc. haben sie nicht mehr viel mit den Elfen aus meinem D&D Bild gemeinsam.
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Das "most elves live to be well over 200 years old" hast du wohl nicht so genau gelesen, oder?
BTW: Das Preview klaert dass es jetzt 3 Arten von Elfen gibt: Elves (aka wood elves, green elves, wild elves), Eladrin (aka high elves, sun elves, moon elves, grey elves) und Drow
Die D&D4-Elfen sind also eher die "Naturburschen" als die "Hochelben" (das waeren die Eladrin)
Archoangel:
Ich dachte, da ihr hier über die Rassen der 4e postet, kann ich mal diesen Beitrag hier leisten:
--- Zitat ---In General: As you already know, all races can select racial feats that allow racial traits to develop and expand as the character rises in level. Level adjustments are gone, with all the new races largely equal in power. It is also mentioned that when drow finally appear in some future text, many of their powerful racial abilities (levitation, darkness, etc.) will be relegated to feats to balance them out.
Humans: Now referred to as the most “resilient” race, they receive some kind of feat bonus (“a little extra treat”) and racial feats that involve “dramatic action and dramatic recovery.”
Dragonborn: No longer the race born of a special pact with Bahamut as presented in Races of the Dragon, these guys have been the lesser cousins of dragons since the beginning. In the Points of Light setting, they once ruled a mighty empire later destroyed in a cataclysmic war with the Tiefling empire, and are now organized into wandering clans which sometimes serve as mercenary companies. They have a reputation as honorable warriors who keep their word, but are sometimes arrogant and easily offended. Their racial feats involve things like breath weapons and wings.
Dwarves: Pretty much the same, but their back history now involves an era in which they were slaves to giants, which explains the enmity between the two races. It is also mentioned that most races, including dwarves, no longer possess darkvision (but dwarves have low-light vision). Dwarves also no longer possess a Charisma penalty, and their racial abilities are oriented towards the defender role and underground adaptation.
As an aside, it is mentioned that dwarf women do not have beards, and the new artwork makes them look a lot more feminine, which was intentional on the part of the designers.
Elves/Eladrin: These were once the same race, along with the drow. They inhabited the Feywild, a faerie realm that exists alongside the human-dominated one, but a war precipitated by the drow split the race into three. Basically, elves embody the nature-oriented aspect of elves, and eladrin the magical one. Other elven subraces will exist, but the differences between them will simply be cultural—gray elves, sun elves and moon elves will be eladrin and wood, green and wild elves just elves. Not much is said about the racial abilities elves and eladrin possess, other than elves make for good rangers and eladrin good wizards.
It is also mentioned that 4E elves and eladrin will be taller in stature.
Halflings: These also get a stature boost, and will now be about four feet tall on average. They are now presented as a nomadic race that travels on river barges, one that is instrumental in promoting trade amongst the races, granting them something of an “invisible empire” across the land. They are differentiated from hobbits in that they are lean and athletic rather than portly (and now they wear shoes, too). Their racial abilities evidently involve luck, trickery and trade. It is also mentioned they are good at raising and training animals.
Tieflings: The 4E Tieflings evolved from the corrupt nobility of an ancient, powerful human empire that trafficked with devils to increase their power. As mentioned above, this empire was destroyed in a titanic war with the Dragonborn empire. Not much is said about their racial abilities, other than they have been expanded since 3E and they make good Warlocks. It is also once mentioned that they are “charming,” so I suppose the Charisma penalty is gone.
Other races: A Celestial race, Drow, Gnomes and Warforged are also evidently in the works, but little had been decided on at the time the book was printed, so I guess they won’t be in the first Player’s Handbook. Warforged will apparently be a core race, and it is mentioned that construct immunities will be toned down in 4E. The Celestial race will not be called the Aasimar, and will be a race “plunged through the same transforming fires” as the Tiefling. Gnomes are apparently proving problematic to design--they went through several concepts and rejected them all, with no decision having been reached at the time the book was finished.
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Selganor [n/a]:
Raustrennen aller "Off-Topic"-Beitraege ist doch ein ganzer Haufen Arbeit (den man sich nicht unbedingt machen muss)
Ab diesem Trennstrich unten nur noch reine Fakten zur 4. Edition.
Diskussionen, Nachfragen, ... kann man ja im Fragen zu D&D Version 4.0
Illusionista:
Was haltet Ihr von der neuen Regelung des Critical Hits? Ich persönlich begrüße es sehr, dass man den kritischen Treffer nicht mehr bestätigen muss.
Archoangel:
Ausnahmsweise eine Neuregelung, die mir gefällt :)
...hier der Text:
--- Zitat ---To score a critical hit in 4th Edition D&D, do the following:
Roll 20.
Simple enough, right? Just one number to remember. And more importantly, just one roll.
Yes, the confirmation roll is gone. So why did we get rid of it? Because we, like so many players, had rolled crits only to have the confirmation roll miss. And we didn't like it. We don't think that many people did. (I look forward to reading the posts of people who disagree.) Having one roll is faster, and it's more fun. It keeps the excitement of the 20, and ditches the disappointment of the failure to confirm.
Critical Damage
Here's the part that's going to take some getting used to: Critical hits don't deal double damage. This changed because doubling everything 5% of the time led to some pretty crazy spikes that were very unpredictable.
Let's say you roll a crit with a power that deals 1d10+4 normally. So the crit deals 2d10+8. The next turn, the monster attacks you using a power that deals 3d6+4 damage. He crits, dealing 6d6+8. Between the extra dice and the doubled ability modifier, that's a pretty huge difference! (And a pretty painful one.)
Instead, when you roll a critical hit, all the dice are maximized. So your 1d10+4 power deals 14 damage and the monster's 3d6+4 deals 22. Generally speaking, randomness is more of an advantage to monsters than PCs. More predictable critical damage keeps monsters from insta-killing your character.
Having maximized dice also helps out when you have multitarget attacks. You'll roll an attack roll against each target, so maximized dice keep you from needing to roll a bunch of dice over and over -- you can just write your crit damage on your character sheet for quick reference.
Beefing Up Your Crits
PCs also have some extra tricks up their sleeves to make their criticals better. Magic weapons (and implements for magical attacks) add extra damage on crits. So your +1 frost warhammer deals an extra 1d6 damage on a critical hit (so your crit's now up to 14+1d6 damage in the example above). Monsters don't get this benefit, so PC crits outclass monster crits most of the time.
Crits can be improved in a couple of other ways. Weapons can have the high crit property, giving extra dice on a crit. Like this:
Weapon Prof. Damage Range Cost Weight Category Properties
War pick 2 d8 -- 15 gp 6 lb. Pick High crit, versatile
In addition, some powers and magic items have extra effects on a hit. So crits are doing just fine without all those dice.
Crits in Play
In playtest, it does seem like critical hits come up more often. The subtitle of this article is stolen from Chris Tulach, who sings a bit of, "It's Beginning to Look a Lot Like Crit-mas" whenever the natural 20s come out to play. Fortunately, hit points are higher, especially at low levels, so there's a bigger buffer to keep those crits from killing people too quickly. It still feels great to roll one, but the fight goes on.
We've tried to corral the numbers but keep the feel that a critical hit is a special event. So grab your d20 and your big, nasty magic axe, and get ready to crit for the fences!
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