Regras e mais regras

Estão pipocando na ENWorld vários relatos e posts interessantes, a grande maioria sobre questões mecânicas e novas regras da 4ª edição. Vou tentar dar uma compilada, dividindo o que foi dito pela equipe da WotC, e portanto pode ser dado como certo, do que a galera tirou de relatos e contas malucas de estatísticas das fichas, que pode ser tido como apenas bem provável.

Confirmados:

Running – You can run as a move action. Add 2 to your movement, but allies gain combat advantage against you until your next turn.

Running Jumps – If you can move 4 squares in a straight line before making your jump check, halve the jump DC.

Temporary Hit Points – Temporary hit points last until the end of an encounter. Temporary hit points from multiple sources do not stack. (That means that the Paladin’s bolstering strike can only grant temp HP to the Paladin once – unless he’s hit and loses them). Temporary hit points are still used before regular hit points.

Tumble – It’s not something you can just do with an Athletics roll. If you want to tumble, you need to take the feat.

Coup de Grace – If you can coup de grace a helpless opponent, you do max weapon damage.

Lava – Proponents of “Fire and Brimstone” will love this one. In 4e, if you fall into lava you die. No save. According to Chris Perkins, “Fire & Brimstone” is a big hit at WotC headquarters.

Trip & Disarm – Trip and Disarm are no longer normal combat maneuvers. In order to attempt either, you’re going to need some sort of power or class ability.

Bull Rush – To initiate a bull rush, you need to make a Strength Check vs. the target’s Fortitude Defense. This does not provoke an Opportunity Attack (formerly AoO). If you succeed, you may push the target 1 space. The margin of success doesn’t matter, and 1 space is the maximum that a target can be moved with Bull Rush (without taking special abilities).

Push, Pull, & Slide – These are the methods by which you move a target in 4e. You can push a target forward, diagonally forward or to the side. You can pull a target towards you, diagonally towards you, or to the side. And you can slide a target in any direction.

Grapple – You can attempt a grapple check with anything that is within 1 size category of you. To initiate, you make a Strength Check vs. Reflex Defense. This also doesn’t provoke an Opportunity Attack. If you fail, nothing happens. If you succeed, you cause your target to be “Immobilized” for one round. The target can escape his immobilized condition using an Acrobatics or Athletics check. You may move the target 1 square by succeeding on an additional grapple check in the following round.

Immobilized – Deciding to immobilize a target is essentially like a PC deciding that he would like to spend his combat rounds as a Tanglefoot bag. An immobilized target can still attack normally, but cannot move. Foes around an immobilized target receive Combat Advantage against him.

Combat Advantage – You get a +2 to hit the target. Flanking a target allows you to have Combat Advantage against a target, as do most physical afflictions (such as being immobilized or prone). Being on fire, however, does not grant foes combat advantage.

Stunned – If you are stunned, you can’t take any actions for a round, but you no longer drop all of your held items.

Slowed – The movement of a slowed character drops to 2, and this applies to all movement types except for teleportation.

Charging – Charging in combat grants a +1 to hit, and no penalty to AC.

Full Defense – You don’t take any actions, but you get a +2 to all defense scores until the start of your next turn. As far as we can tell, there’s no rule yet for fighting defensively.

Skill Challenges It was summed up as before you make a skill check, you pick if you want low, medium, or high difficulty. The higher the roll needed, the greater the reward if you pull it off. In the game, the same mechanic was used to use Streetwise to navigate a city, negotiate with a merchant, and move stealthily through the streets. Another example given to me by another player was in a bazaar they were able to combine a Thievery check with the Wizard casting Mage Hand to bring a tent down while they grabbed some stuff.

Others Races – Three monsters in the MM that can be used as PCs: Gnomes, who “hide”, Orcs are strong, and Shadar-Kai who are dexterous, can teleport, and become incorporeal.

Minions – Minions are destroyed by any hit. Someone did literally one point of damage to a minion zombie and killed it.

Stacking Certain character building options do not stack. In play, unnamed bonuses (most of them) stack. Keeping track of stacking in play not supposed to matter (as) much.

Muitas coisas aqui já sabíamos, mas é legal ter tudo compilado. O retorno do Coup de Grace é interessante, ainda que ele esteja muito mais fraco que sua versão anterior. E eu tenho medo dessa lava, muito medo. Os testes de Grapple parecem realmente mais simples, o que é bom, já que depois daquela propaganda descendo o pau na complicação da manobra, se eles não dessem uma limpada nas regras seria feio. Slow e imobilization funcionam exatamente igual no DDM, o que é bacana já que não afeta as ações, mas só o movimento. Já stunned continua causando um estrago…

Os skill chalenges parece muito fodas, eu queria mesmo ter mais informações sobre eles, com um relato mais completo e tal… Mas tenho grande esperança neles!

E informações tiradas de relatos e experiências de jogo:

The Standard Modifier:Underlying Ability Modifier + 1/2 Level.

Underlying Ability Modifier: just like 3E.

Applies to:

– Attack Roles
– Skill Checks
– Ability Checks

Actions – There are standard, move, minor and free actions. Shift–a 5′ step–is a move action. To draw a weapon is a minor action. Some classes and races have lots of powers that are minor actions, some almost none.

Sustain minor – Use a minor action to keep using a power. I see this as a replacement for concentrating to maintain a spell.

Action Points – Using an action point give you another action on your turn. Not a re-roll. (some other mechanics allow that). You start the day with one action point. You can use one per encounter. You get more as you adventure in the day, on average one every other encounter. If you don’t use them, you loose them, as you only start the day with one.

Defenses:

Reflex=10+ better of (Dexterity or Intelligence Modifier)
Fortitude=10+ better of (Strength or Constitution Modifier)
Will=10+ better of (Wisdom or Charisma Modifier)

Opportunity Attacks – You can make up to one of these per each opponents turn. Moving away or by an opponent, or using a ranged attack adjacent triggers them. A fighter power allows the fighter to make an opportunity attack against an enemy that shifts (takes a 5′ step). Creatures with reach may still only make opportunity attack adjacent targets.

Weapon Damage – Has an ability modifier applied that varies depending on attack type. A wizard will have an int based modifier for his spells, a warlock a cha based one for hers, and so on. (Edit: not 100% sure 1/2 level is added to this).

Thrown and ranged weapons – Some thrown and ranged weapons damage may be modified by Dexterity (daggers seem to be either Dex or Str).

Weapon Proficiency – It varies by weapon, for most it is +2. Dagger +3. Starting spellcasters don’t get this “proficiency bonus” with their spells.

Armor, size, and movement – Heavier armor reduces speed 1. Halflings and dwarves (in heavier armor) move like anyone else.

Essa questão do Standard Modifier eu ainda não tenho certeza se vai rolar, mas é bem coerente com os relatos que as habilidades sobem matematicamente com os níveis. As defesas baseadas em um de dois atributos também me surpreendeu e muito, queria ver uma confirmação oficial disso… Mas só for isso mesmo, temos outra mudança gigantesca na mecânica central do jogo!

E de brinde o formato básico do Players Handbook tirado da ENWorld:

The book will be 320 pages with a basic format that includes:

(1) Getting Started
(2) Races
(3) Classes*
(4) Skills
(5) Feats
(6) Adventuring
(7) Equipment (which will include magic items – they’re no longer in the DMG)
(8) Combat
(9) Rituals

*There won’t be a spells and powers chapter. Instead, the class power suite will be located with the class.

Hmm poderes e magias nas descrições as classes? E como fica no caso de classes que tem habilidades repetidas, como os magos e warlocks? Estranho…

2 Comentários

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  1. Avoloch disse:

    Muito bom o seu blog
    o melhor da quarta edição que vi até agora
    parabéns
    estamos muito ansiosos para a chegada dos livros, e JA COMPREI O MEU !!!!
    fora isso duas perguntas:
    1) Haverão classes não heróicas, tipo o fazendeiro ou o miliciano porco ?
    2) quanto aos PVs? sei que hit popints é esquiva e capacidade de minimizar o dano, mas quando o persona esta realmente ferido? tipo ele chaga a -9 descansa 6 horas e ta novo em folha ?

  2. Diego disse:

    Fortitude (Força ou Constituição)… Tá OK.
    Reflexos (Destreza ou Inteligência)… Inteligência??! Tá… tá… o kra pode ser perspicaz, mas ainda soa estranho.

    Vobtade (Sabedoria ou Carisma)… Carisma??! Carisma???! Cariiiiiiiisssssssmaa??!! HUahuahauhauahau… powww…

    A maioria dos personagens terão Testes bons na 4ª edição desse jeito… Ladinos (Força e Destreza);
    Mago (Inteligência e Constituição)
    Clérigo (Sabedoria e Constituição??!)

    Tem muita coisa diferente na nova versão!!! E muita coisa soa estranho.

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