All posts tagged Classes

Magos: Orbe, Cajado, Varinha….. e Tomo?

Ontem de manhã a coluna de Design & Development da Wizards tinha o seguinte texto:

Magic saturates the world and all the extraordinary realms beyond the world. Magic is an intrinsic force present in literally all things. Magic transforms and alters the natural world, sometimes actively and suddenly, other times subtly and over long centuries.

This arcane energy source is difficult to understand and even tougher to master. Those who do so through years of study, practice, and apprenticeship to accomplished masters are called wizards.

Wizards wield arcane magic. Wizards recognize reality for what it is: a thin veneer of structure supported and energized by a force that is ultimately changeable, to those who know its secrets. Thus wizards research esoteric rituals that allow them to alter time and space, hurl balls of fire that incinerate massed foes, and wield spells like warriors brandish swords. They call upon arcane strikes, power words, and spells to unleash raging torrents of cold, fire, or lighting, confuse and enthrall the weak-minded, or even turn invisible or walk through walls.

What sets wizards apart from others who attempt to wield arcane magic are wizards’ unique implements.

Most people recognize the four classic tools associated with wizardcraft: The Orb, Staff, Tome, or Wand.

Each implement focuses magic of a particular class slightly better than the wizard would be able to accomplish bare-handed. Thus wizards are rarely without wand and staff, orb and tome, or some other combination thereof.

A wizard’s orb grants better access to powers of terrain control and manipulation (such as clouds and walls), as well as retributive effects, detection and perception effects, and invisibility.

The staff is best suited to powers that forcefully project powers from the wizard, such as lines of lightning and cones of fire; however, a staff also has resonances with effects related to flight and telekinesis (pushing, pulling, or sliding creatures or objects).

A tome is tied to powers that reduce or neutralize an enemy’s capability in combat in some fashion, whether by slowing the foe, dazing, or through some other fashion. Tomes are also often important for spells of teleportation, summoning, shapechanging, and a few physical enhancement effects.

The wand is a perennial favorite, as it is an ideal conduit for powers that create effects well away from the wizard’s physical position, effects which include explosions of fire, bursts of cold, and other long-range effects that can affect several enemies at once. In addition, personal protections and countermagic effects may lie in wands.

Thus a wizard without an implement is like a slightly near-sighted man with glasses; the man can still see, but without his glasses, he can’t read the road sign across the way. In like wise, while wizard powers are associated with a particular implement, a wizard need not possess or hold a given implement to use its associated power. For instance, a wizard can cast the wand spell cinder storm even if he doesn’t own, has lost, or is not holding a magic wand. However, holding the associated implement grants a benefit to the wizard’s attack that is just like the benefit the warrior gains when attacking an enemy with a magic sword.

No entanto algumas horas depois de colocar o artigo no ar o texto foi modificado – todas as referências aos tomos foram retiradas e o texto sobre os outros três tipos de itens ficou mais descritivo, citando algumas escolas ou tipos de magias.

Magic saturates the world and all the extraordinary realms beyond the world, an intrinsic force present in literally all things. Magic transforms and alters the natural world, sometimes actively and with sudden effect, other times subtly and over long centuries.

This arcane energy source is difficult to understand and even tougher to master. Wizards do so through years of study, practice, and apprenticeship to accomplished masters.

Wizards wield arcane magic, and they recognize reality for what it is: a thin veneer of structure supported and energized by a force that is ultimately malleable, to those who know its secrets. Though research and study, wizards learn esoteric rituals that allow them to alter time and space, hurl balls of fire that incinerate massed foes, and wield spells like warriors brandish swords. They call upon lesser and greater spells to unleash raging torrents of cold, fire, or lightning, confuse and enthrall the weak-minded, or even turn invisible or walk through walls.

What sets wizards apart from others who wield arcane magic are wizards’ unique implements. Most people recognize the three most common tools associated with wizardcraft: the orb, staff, and wand.

Any wizard can use an implement to increase the effectiveness of his spells. Just as a warrior gains a benefit when attacking an enemy with a magic sword, so does a wizard benefit from using a magic orb, staff, or wand with his spellcasting. In addition, each implement focuses magic of a particular discipline or tradition more effectively than the wizard would be able to accomplish otherwise. As a result, wizards are rarely without at least one of these tools.

The orb is favored by the Iron Sigil and Serpent Eye traditions. Serpent Eye cabalists use orbs to focus powers of enchantment, beguiling, and ensnaring. The mages of the Iron Sigil, on the other hand, employ orbs to guard themselves with potent defenses when invoking spells of thunder or force.

The staff is best suited to the disciplines of the Hidden Flame and the Golden Wyvern. Servants of the Hidden Flame wield fierce powers of fire and radiance through their staves. Golden Wyvern initiates are battle-mages who use their staves to shape and sculpt the spells they cast.

The wand is a perennial favorite for wizards who favor accurate, damaging attacks. Emerald Frost adepts use wands to help channel powers of cold and deadly acidic magic, while Stormwalker theurges channel spells of lightning and force through their wands.

A wizard without an implement is like a slightly near-sighted man with glasses: The man can still see, but without his glasses, he can’t read the road sign across the way. Likewise, while wizard traditions are associated with a particular implement, a wizard need not possess or hold a given implement to use a power belonging to that tradition. For instance, a wizard belonging to the Hidden Flame order can cast the fire spell cinder storm even if he doesn’t own, has lost, or is not holding a magic staff. But if he does have a magic staff, it aids the accuracy of his attack, and his mastery of the Hidden Flame technique allows him to deal more damage with the spell.

Bart Carroll justificou a mudança em seu blog, falando que o artigo sofreu uma revisão:

Hmm, well we do say it in the Design & Development column intro: “Keep in mind that the game is still in a state of flux, as refinements are made by our design and development staff.”

Case in point — take another look at the most recent Wizards and Wizard Implements article. A revised version has just been posted, with several changes to the original article posted Friday.

The version you see now is the version that should have originally gone live.

Independente da versão, o mago vai passar por grandes mudanças. O conceito de implementos é legal, mas acho que essa profunda associação com a classe pode desestimular um pouco a criação de magos que fogem do esquemão clássico, como por exemplo um mago multiclasse com outra classe – ficar esperando que um guerreiro/mago (que eles prometeram que vai funcionar dessa vez!) fique carregando esses três (quatro?) apetrechos é meio esquisito… Talvez com isso pelo menos o feiticeiro (seja no PH I ou II) se tornem realmente mais versátil, por não precisar carregar toda essa tralha para fazer suas magias da forma mais eficiente possível.

 

E como isso se relaciona com a tal idéia de tornar os personagens mais poderosos e independentes de itens mágicos? Não parece que foi o caminho escolhido aqui!

 

As seis tradições descritas na segunda versão do artigo -Iron Sigil, Hidden flame, Stormwalkers, Emerald Frost, Golden Wyvern e Serpent Eye parecem bem mais interessantes e coesas que as escolas sem graça das edições anteriores e espero que possibilitem uma maior customização do mago tanto mecanicamente como em relação a história e costumes das tradições.

Organização das regras, perícias e o swordmage

Um monte de pequenas notícias da nova edição que eu vou tentar compilar em um post só com breves comentários.

 

O primeiro é do favorito da casa Mike Mearls em seu blog sobre a organização das informações nos livros básicos da nova edição, em especial no capítulo de regras de combate:

In developing the combat chapter, this is my battlecry: Put stuff where it belongs!

A lot of complex games like D&D try to pretend they aren’t really as complex as they are by hiding some of their rules. Moving in D&D seems really simple, and it is until you throw in 5 foot steps, squeezing, difficult terrain, and diagonals.

Right now, dev is taking a structural approach similar to how special attacks like bull rush and grapple are presented. Those weird attacks aren’t simply stuffed under the basic attack header in the 3e PH. Instead, they are all listed separately for ease of reference and to make it clear they are separate rules. IME, people new to D&D can see that you don’t need to learn and memorize all those weird maneuvers. They are there as references when you start playing, and eventually you learn them as you play more.

I think that’s a good approach for a game like D&D – lay out everything up front, but make it clear what you need to know to play D&D (how to move, how to use a skill, how to attack), and label the rest as reference stuff you don’t need to learn right off the bat.

So, that’s an approach we’re using in other areas of the rules in addition to attacks.

In related news, we played 3e last Monday without minis. The big advantage to not using minis with D&D is that it puts the DM closer to the bowl of nachos on the table. The drawback is that the DM’s ever-expanding waistline becomes that much more ever-expanding.

So, when people say “I don’t like minis because the game isn’t as immersive” or “I like minis because it makes everything clear at the table,” I say that I like minis because they keep my hands out of the snack bowl.

Nem tem muito o que comentar aqui, mas eu já acho a organização do capítulo de combate do Livro do Jogador 3.5 muito boa, todo aquele drama dos vídeos de apresentação sobre ficar folheando o livro à procura de regras de agarrar é bem cretino, as regras são chatas mesmo, mas são bem fáceis de achar. Mas é sempre bacana uma organização mais fechada, e que ponha ênfase no que é realmente necessário alguém aprender para jogar, e o que pode ser considerado como secundário para um novato, mais ou menos como o GURPS tenta fazer em seus módulos básicos.

 

A segunda novidade é sobre as perícias da nova edição em comparação com o Star Wars Saga, em um post de Rodney Thompson na EN World:

Also remember that we designed the skill system in Saga so that, when you reach 20th level and are fighting the Sith Lord, it makes more sense for you to whip out your lightsaber and have a climactic duel than it does to just use move object to throw him off of one of the many no-handrails walkways that populate the SW universe. Given the lethality of Star Wars weapons (dealing 3d6 damage for a standard blaster pistol) the Jedi also need something to keep them survivable at low-levels while they’re out in the fray with no cover and such.

Star Wars and D&D are very different animals thematically, and we designed the Star Wars skill system to fit the way Star Wars should play, not the way a generic d20 game should play. I’m not saying there won’t be similarities between SWSE’s skill system and 4E’s, but I doubt you’ll see it work exactly the same way.

Eu dei uma olhada bem superficial nas perícias do SW Saga, mas de cara já achei que rolou uma super simplificação da parada em alguns pontos e em outros pericias que podiam muito bem serem unificadas – como Jump e Acrobatics, Pilot e Ride, foram deixadas separadas. A iniciativa como perícia também não me pareceu muito esperto, mas é o tipo de coisa que eu queria testar principalmente em um jogo de nível alto (no Saga além do bônus da habilidade chave, soma-se na jogada metade do nível do personagem). Espero que na quarta edição o sistema de perícias seja um meio termo entre a forma atual e a mecânica do SW Saga, principalmente no que se refere a forma de adquirir as perícias.

 

E finalmente um post do Rich Baker sobre o Swordmage conceito com o qual ele está meio apaixonado por causa dos romances de Forgotten Realms que está escrevendo, cujo protagonista (assim como o título) é um swordmage:

Good morning, everybody! Today, I can talk a little bit about the swordmage.

First, let me say a few words about the origin of the class. Some of you have already observed that the “grid” created by lining up power sources on one axis and character role on another axis is a natural first place to look for class ideas. We don’t intend to meticulously fill in each possible combination, or even limit ourselves to one class per cubbyhole, but it’s an interesting place to start. The swordmage appeared about 15 months ago when we asked ourselves, “Say, what would an arcane defender look like?”

We liked the idea well enough that at one point the swordmage was well on his way to being included in the Player’s Handbook. But for various reasons we decided to go with a slightly different mix of character classes, and so the swordmage is going to wait for a while. It’s a class we are going to design and publish someday, but it probably won’t be in 2008… with one key exception: I’m featuring a swordmage named Geran Hulmaster as the protagonist in my upcoming Forgotten Realms trilogy, beginning with the aptly-titled novel “Swordmage.” It’ll be out in May.

Naturally, I needed to know a lot about how the class ticks in order to write about one. Since I don’t have a mechanical design to base my Geran’s abilities on, I’ve thought long and hard about what the swordmage class should do, how it looks, and how it feels. So here are a few things I know about the swordmage, based on what I’ve done for my novel:

* Swordmages aren’t “gishes” or bladesingers. Someone over on EN World made an uncannily accurate prediction about the class, which I can confirm here: A swordmage is a warrior who uses magic to fight better.
* Swordmages use spells of armorning and protection instead of wearing heavy armor. At the most basic level, it’s something along the lines of an always-on mage armor spell, renewed each morning. Since they’re defenders, they need hit points and AC comparable to fighters, and swordmages get there by using persistent magic effects.I think there are other persistent wards in play too, spells that provide some energy resistance, mental defense, things of that sort.
* Swordmages have lots of room for fun, combat-focused “immediate” spells and “move” spells. For example, my character Geran makes use of a few short-range teleports and transpositions, as well as instant shield-like effects. The movement effects will work great for a defender–what better way to get the troll to stop beating on the wizard than to simply trade places with your unarmored friend?
* Swordmages have room for fun attack powers, too. For example, I have Geran make use of a short-duration, self-only strength spell, as well as another one that wreathes his sword in magical flames. There are a few others I touched on in my novel, but I don’t want to give any more away ’cause I don’t want to spoil things.

Anyway, there you go! Someday you’ll be able to play a character like that if you’ve got the inclination to.

Legal, o conceito me lembrou uma espécie de duskblade mais focado em magias de buff e sem a mamata de reduzir a chance de falha em magias arcanas proporcionado pela armadura. No fundo esse post serve para matar a dúvida se teríamos um swordmage no Player’s Handbook como estava sendo cogitado, e a resposta é não. Pelo menos não no primeiro…

James Wyatt e o cavaleiro, o paladino e o guerreiro

Em seu último post no blog da WotC, James Wyatt falou um pouquinho sobre um monte de coisas variadas, como a conversão de personagens para a nova edição, o fim que as habilidades dos Knight tiveram, e algumas raças que não estarão no Players Handbook I (nenhuma novidade aqui, ou alguém esperava os mongrelfolk?):

But I still want to tell you about my D&D game yesterday. Can I tell you about my character?

I’m playing Travic—a paladin of a race that I don’t think has been officially announced yet. He is not your run-of-the-mill goody-goody paladin. He swings a greatsword and lays the smite down on whoever he happens to be fighting against—demons are good, but any creepy monster will do in a pinch.

A couple of relevant issues dovetail in this character: character role and character conversion.

So this is a game Andy Collins has been running for . . . oh, nine levels now, playing once a month. Last month we finally took the plunge and converted over to 4e. So each of us took a look at our 8th-level characters and decided whether to attempt a conversion or create a new character from scratch.

Most of us converted. Now, I think Rob talked about this in his video interview, and we said it several times at GenCon: You can’t really just convert a character directly from 3e to 4e. We pretended you could do that from 2e to 3e, but that conversion book was pretty well bogus. The fact is, as I explained it a lot at GenCon, that your character isn’t what’s on your character sheet: your character is the guy in your head. The character sheet is how the guy in your head interacts with the rules of the game. The rules of the game are different, so you’ll be creating a new implementation of that character, but the character needn’t change much. In fact, I propose that in 4e your character might actually be truer to your vision of him than in 3e. You might finally see her doing all the cool things you imagined her doing but that never quite came out on the 3e table.

So Corwyn, our human knight, became a human fighter. His player said yesterday that the character was informed by some of the features of the knight class, but that as a 4e fighter he was a better expression of what he’d wanted the character to be. (The fighter and the paladin pretty well ganged up on the poor knight and divvied his stuff between them.)

Zurio, the illumian spellthief, became a multiclassed half-elf rogue/wizard. His player, too, felt strongly that this multiclass combination was a better expression of what he’d wanted out of the spellthief class than anything in 3e, which actually was a huge relief to me—I’d been a little concerned about whether our multiclassing system was going to work. As to the race, well, here’s some shocking news: the illumian won’t appear in the first PH. Sorry. But half-elf was a good fit for this multiclass character.

Leroy, the mongrelfolk ranger, became a ranger of another race I can’t recall at the moment. (He wasn’t at the game yesterday—that’s my feeble excuse.) Once again, sorry to have to break the news to the mongrelfolk fans. But the ranger fans should be quite pleased.

That left Larissa and Aash. Larissa was a catfolk druid who was more of an archer than a spellcaster (thanks to that level adjustment). Her player decided to start from scratch with a dwarf cleric. Aash was my xeph swordsage. That wasn’t a concept that would be easy to translate at this point in the game’s design.

And here’s where we get into roles. In 4e terms, our previous party consisted of:
- The knight, a front-line kind of guy
- A ranger, a spellthief, a warlock (who has stepped out of the campaign for a while), a swordsage, and an archer druid, all sort of doing the single-target, high-damage job.
- A couple wands of cure X wounds, which served as the party healer.

Now we have this:
- Knight and paladin holding the front line
- Ranger and rogue/wizard in the high-damage role, with the ex-spellthief doing some AoE stuff mixed in.
- Cleric doing the clericky thing.

The interesting thing is that both the fighter and the paladin are greatsword wielders, giving up some AC (a shield) in exchange for more damage, and thus leaning a bit toward the higher-damage role. All of which is to say, again, that the roles aren’t there as straightjackets, but to help you build a party that’ll work well together. We were still playing the fighter and paladin we wanted to play, filling our role in different ways while kickin’ monster butt with our greatswords.

Huh. Our cleric wasn’t there yesterday, and we did just fine. Go figure.

I feel like there was more I was going to talk about, but I forgot.

Aposto que a raça não anunciada ainda do Travic é Eladrin, ou Aasimar, ainda que o segundo seja menos provável. Quero muito ver quais habilidades do knight foram para o guerreiro e quais foram para o paladino, mas acredito que é lógico supor que o primeiro ficou com algumas habilidades de manipular e provocar os inimigos (Fighting Challenge, Test of Mettle e Daunting Challenge), enquanto o segundo deve ter pego as habilidades de dar suporte e inspirar aliados (Call to Battle, Bond of loyalty). Quero dizer, mais ou menos assim, já que é claro que habilidades novas vão surgir, assim como as velhas podem ser mescladas e deixadas de lado definitivamente…

O papel do Líder e outro playtest

O site da WotC foi atualizado com dois artigos bons desta vez, o primeiro sobre os papéis dos personagens na nova edição, em especial do Líder. O segundo é um relato de playtest com algumas informações novas e mais dúvidas sobre as classes.

Let me tell you about my character, Nils, and how he contributed a few grace notes to 4th Edition’s concepts of character class roles.

Nils isn’t a 4th Edition character; he’s my old 3.5 character from Mark Jessup’s “Nine Chords” campaign. There are nine deities in Mark’s homebrew world, one deity each for the nine alignment slots. Each of the gods is a great bard whose personal pleasure and cosmic power flows from ritual bragging in front of the other gods about the kickass accomplishments of their worshippers. (Perhaps this arrangement will seem even more fitting when I mention that Mark is the director of marketing here at Wizards of the Coast…)

In a world like this, someone in the party has got to play a bard. But when the character class draft went down, everyone stepped back toward fighter or cleric or wizard or rogue, and nobody was willing to jump on the lute grenade. Mark was disappointed with us. I hate to see a disappointed DM, so I vowed to detour into bard-land just as soon as I was comfortable with Nils as a fighter.

Four greatsword-swinging levels of fighter later, Nils entered the path of lute-n-flute. My roleplaying opportunities increased because I was now the spokesman and PR agent for the PC group. But in encounters that focused on combat instead of roleplaying, Nils was forced into a mold pro basketball analysts call a “tweener,” too wimpy to play power forward alongside the ranger and the barbarians, and not capable of long-range shots like the wizard.

The PC group appreciated the singing bonuses Nils provided, and they appreciated his eventual haste spell, but supplying those bonuses meant that I spent at least two rounds at the start of combat making everyone else better without doing much of anything myself, except maybe moving around. Once I entered the combat, I survived by making judicious use of the Combat Expertise feat.

By the time the campaign slowed down to once or twice a year sessions, I’d played Nils for seven bard-only levels and obtained a much clearer perspective on the problems faced by D&D characters who don’t feel a clear niche. Fighters, rogues, clerics, and wizards all occupy pivotal places in a D&D PC group’s ecology, while the bard is singing from offstage reminding everyone not to forget the +1 or +2 bonuses they’re providing to attacks and saves against fear.

When Andy (Collins), James (Wyatt), and I put together the basic structure of 4th Edition, we started with the conviction that we would make sure every character class filled a crucial role in the player character group. When the bard enters the 4th Edition stage, she’ll have class features and powers that help her fill what we call the Leader role. As a character whose songs help allies fight better and recover hit points, the bard is most likely to fit into a player character group that doesn’t have a cleric, the quintessential divine leader.

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. A cleric who wants to spend all their actions selflessly will eventually be able to accomplish that, but a cleric who wants to mix it up in melee or fight from the back rank with holy words and holy symbol attacks won’t constantly be forced to put aside their damage-dealing intentions. A certain amount of healing flows from the Leader classes even when they opt to focus on slaying their enemies directly.

Does every group need a Leader class? Not necessarily. Is it worth having more than one Leader in a party? Maybe.

We settled on crucial roles rather than on necessary roles. 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. Groups that double or triple up on one role while leaving other roles empty are going to face different challenges. They’ll also have different strengths. That’s the type of experiment you’ll be running in eight months. Before then, we’ll have more to say about the other roles.

One last thing before I go, since I started this note off by talking about Nils. This time, let me say a few things to Nils directly: “Nils, it’s been fun playing you. But I’ll see you again in a future incarnation, and this time around when Al-Faregh the wizard and Jum the barbarian are chopping up beholders, you’re going to be fighting on the same playing field instead of handing out Gatorade cups and singing the national anthem.”

Já estava na hora da WotC perceber o paradoxo do bardo e do monge – classes cuja principal característica é serem capaz de fazer um pouco de tudo de maneira razoável em um sistema de jogo extremamente focado na especialização. E convenhamos, dar suporte aos outros personagens nem era bem uma especialização e mesmo que fosse o clérigo podia fazê-la de maneira bem melhor.

 

Então além de termos a confirmação que os bardos estarão presentes na 4ª edição (ainda que não seja no primeiro Player’s Handbook), sabemos que ele agora será focado em suportar o grupo sem gastar todas suas ações para fazer isso, uma característica de todas as classes que ocupem o papel de Líder, que finalmente deve tornar o papel de suporte algo divertido de se jogar em um combate.

 

Agora o segundo artigo, um misterioso relato de playtest de :

We work hard at Wizards, but some of our work is all play. I recruited my gaming buddies to test the game further at home and to see what its like to DM with the new rules. The players got to test the character side of things, and I got to experience adventure building and monsters.

My players like a reason to adventure together beyond being mutually employed by the same bloke who relies on the local watering hole to hire mercenaries. So they created a mostly human party of 1st level PCs who are all affiliated with a local count. The warlord, Domna, is the baron’s youngest daughter, and Tian, the rogue, is Domna’s lifelong friend and also the son of the leader of baron’s personal mercenary troop. Sasha, the wizard, is daughter to the baron’s chancellor, and guarding her is Robozcniek, a warforged fighter. Rounding out the group is Heron, and eladrin ranger who was a childhood friend of Tian and Domna. Long story short, the political situation made the count’s having a team of specialists with a little legal authority a good thing. My having a party under direct influence of a local ruler was even better.

I wanted to whip up something that showcased the new game’s tech, but I wanted to do it quickly. Using Own K. C. Stevens’s A Dark and Stormy Knight as inspiration, I designed a haunted tomb under a tor. One of the count’s barons had been rewarding retiring soldiers with frontier land near the tor, and these farmers recently spotted goblin scouts ranging toward a fallen tower built atop the tor by citizens of a long-gone hobgoblin kingdom. Then a little girl disappeared, along with some livestock. The count dispatched Domna and her friends to investigate the situation.

After traveling to the outlying farmsteads, which were fortified yards surrounded by fields, and speaking with one of the farmers, the PCs determined that one home might have come under attack the night before. They investigated, and they soon saw the farm’s stockade gate was open and the inner yard, where livestock was usually kept at night, was empty but drenched in blood. Heron noticed some large wolf tracks leading into the yard, and the party cautiously entered, expecting goblins.

Right they were. To the east, Heron spotted saddled wolves in the barn and a goblin archer in the barn’s loft. Tian spied another goblin peeking out of the modest farmhouse to the north. Neither chose to warn their oblivious comrades, so a surprise round was my players’ first contact with 4th Edition combat.

Their second impression came squarely from the three arrows with which Heron skewered the hapless goblin sharpshooter in the loft. That poor goblin fired on Heron, missing but triggering an immediate counterattack from the ranger, who followed up with two more arrows on his turn. The sharpshooter was dead before the third arrow struck home.

Taking a cue from Heron’s boldness, thinking the fight might be over quickly, Tian rushed to the house despite protests from Domna that he was overextending himself and thereby the party. Tian arrived at the closed front door and threw it open, but couldn’t quite reach the javelin-wielding miscreant within.

Too far out in front, Tian and Heron soon learned their mistake. The wolves rushed Heron, easily flanking him and pulling him to the ground. The goblin skirmisher in the house hurled a black-shafted javelin at Tian and scored a critical hit! Tian lost more than half his hit points in one blow, and to add insult to injury, the goblin then scampered out of the house’s open back door to a tree on its west side.

But then the first regular round started. Domna rushed a wolf and missed it, after shouting encouragement to her friends (providing a small bonus to them). The wolves continued to tear at Heron, almost sending the unfortunate ranger to death’s door. Sasha used a wizard strike with her staff, not only injuring a wolf, but also pushing it away from the prone Heron. This gave Heron the room he needed to stand, move away from his assailants, and regain a few hit points with a second wind. On his first regular turn, Tian used his second wind, then pursued the goblin by leaving the front door and running to intercept at the tree. He missed the wily skirmisher with his attack. The goblin cackled and backed away, then hurled another javelin at Tian—for another natural 20! Down Tian went, dying. Moving closer to Tian, the skirmisher started to reach for the knife on his belt to finish the rogue off. Robozcniek cut that thought short, literally, running across the battlefield, then charging the skirmisher and finishing the little dastard with one swift longsword stroke.

On the second regular round, Domna struck the wounded wolf, trying to keep it off Heron. That wolf attacked Domna, but she fended it off with her shield. But the uninjured wolf smelled blood, and it took Heron down again, this time knocking the eladrin out. Sasha maneuvered to blast both wolves with another strike from her staff, pushing the one attacking Heron away again. Robozcniek rushed across the battlefield a second time, and he terribly wounded the wolf that had been attacking Heron.

As the initiative count came to the top again, Domna used her tactical acumen to attack in such a way that the wolf she hit opened itself up to Robozcniek. The warforged struck true, and the wolf collapsed in a heap. Badly wounded and alone against many enemies, the remaining wolf tucked tail and ran, but Sasha was having none of it. She pulled out all the stops and set off a fiery blast around the fleeing beast. It tumbled down, still smoldering.

Their first real battle over, the heroes still standing aided their fallen friends—who had learned a valuable lesson. Investigation of the farmstead and more adventure remained ahead of them.

Misterioso principalmente por não nos dar nenhum background do jogo. Temos um guerreiro warforged no grupo, mas em nenhum momento ele fala que a aventura se passa em Eberron ou sequer cita algum tipo de problema para adaptar a raça para 4ª edição, como no relato do Logan Bonner. E numa boa, todo mundo que me conhece sabe que eu piro em Eberron, mas a simples idéia de Warforgeds no mundo default de D&D me da muito medo, já que eles vão cair ali sem todo o background bacana da Last War e da Casa Cannith. Tomara mesmo que seja só um personagem isolado, e que a raça não seja incorporada no PH.

 

Por outro lado temos os Eladrin, que cada vez mais parecem certos como raça básica, o que faz sentido já que seriam uma espécie de contra parte benigna dos tieflings. Ainda fico curioso sobre o motivo dos aasimar não fazerem este papel, mas nem me importo muito, afinal um caótico e bom é sempre melhor do que um leal e bom em qualquer situação : )

 

Também temos o primeiro relato dos Warlord, nova classe básica que me parece com uma espécie de bardo combativo, e cujas habilidades funcionam enquanto a personagem desce a porrada nos lobos, seja fornecendo bônus ao resto do grupo ou facilitando os ataques do warforged.

 

Finalmente temos a primeira mostra do ataque menor e liberado do mago, o wizard strike que me pareceu um ataque que pode ser usado tanto no combate corpo a corpo (usado no primeiro lobo) como à distância (no segundo e terceiro) , mas não tenho certeza. De qualquer forma pareceu muito legal, esse relato de playtest certamente foi mais interessante e útil que os dois últimos!