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Se você quer dar uma renovada no sistema d20 em seus jogos de RPG, a possibilidade mais interessante (para quem não estiver dispoto a aprender todo um novo sistema de regras) que eu conheço é usar o Pathfinder. Este é uma versão OGL do sistema d20 que aborda mudanças pontuais, criadas com o intuito de equilibrar os personagens e deixar opções alternativas e clássicas igualmente atraentes.
O .pdf do livro é gratuito no site da Paizo, a editora que criou a versão. Lá inclusive possui u outro .pdf gratuito descrevendo um cenário (ainda não abri este livro para falar dele).
A vantagem do Pathfinder é que você NÃO vai precisar reler todo o conteúdo para saber as mudanças ocorridas. Segue aqui uma relação com as principais mudanças.
Não creio que eu consiga listar TODAS as mudanças, mas eu junto aqui todos os "Designer Notes": caixas de textos contendo informações dos criadores para jogadores que vieram do D&D 3.5. Acho que com isso se consegue pelo menos saber todo o necessário para começar a jogar sem ler todo o livro.
Basta que você leia a criação de personagem (a classe escolhida, a raça escolhida, a jogada de atributos, as perícias, os feats, os equipamentos que você escolher). Legal notar que o jogo valorizou o 1º nível de personagem, já que muitos jogadores simplesmente ignoram ele.
Para os mais desconfiados (ou para aqueles que têm no grupo um advogado de regras muito ferrenho), pelo menos vai servir para avaliar se as mudanças valem a pena a nova versão.
Os textos estão, infelizmente, em inglês. Não terei tempo de traduzir. Quem sabe não surja um Nação Garou para livros d20.
***Starting Hit Points
We’ve had a great deal of debate about starting hit points, and have yet to come to a satisfying conclusion. Here are the options that we have floating around. Each one has its pros and cons, but the goal here is the same: to make 1st-level characters a bit more durable. Please try them out and let us know which ones work for you.
Standard: Maximum hit points for 1st level plus your Constitution modifier and any other bonuses.
Double: Double your maximum hit points for 1st level plus your Constitution modifier and any other bonuses.
Racial: Maximum hit points for 1st level plus your Constitution modifier and any other bonuses. In addition,
you get a number of bonus hit points based on your race. The frail races (elf, gnome, and halfling) receive 4 hit points. The standard races (half-elf and human) receive 6 hit points. The hardy races (dwarf and half-orc) receive 8 hit points.
Flat: Maximum hit points for 1st level plus your Constitution modifier and any other bonuses. In addition, each character receives a flat number of bonus hit points, regardless of race or class. Our recommendation is 6 hit points.
Constitution: Maximum hit points for 1st level plus your Constitution score and any other bonuses [aqui houve um erro!!! Sugiro que o texto aqui seja o NÍVEL de Constituição em pontos de vida mais outros bônus]"
***Orisons
In giving clerics the ability to cast orisons at will, it is important to remove cure minor wounds from the game to keep them balanced and prevent them from healing everyone up to full hit points between every fight. Instead, we replaced cure minor wounds with stabilize and inflict minor wounds with bleed, both of which you can find in the Spells and Magic Chapter.
***Sneak Attack
Sneak attack now works against nearly every creature you might face. While some might have specific immunity, the change was made so that rogues might be more effective in combat regardless of the adventure. Now it represents being able to find a weak spot more than striking at vital organs. Generally speaking, only creatures that do not have a weak spot at all, either due to a homogenous nature or nearindestructible build, are immune to sneak attack. Examples might include air, earth, fire, and water elementals, most oozes and some undead.
***Class Hit Dice
By now, you probably have noticed that we changed the Hit Dice of both the rogue and the wizard. This change was made for two reasons: first, to increase the hardiness of each class, and second, to create a more standardized system for determining class Hit Dice. In these, and other classes, your Hit Dice are now directly tied to your base attack bonus progression. Classes such as wizard and sorcerer, which advance the slowest, now receive d6 Hit Dice. Bards, clerics, druids, monks, and rogues, who advance at a moderate pace, now all receive d8 Hit Dice. Classes that feature a fast base attack bonus progression, such as fighters, paladins, and
rangers, receive d10 Hit Dice. The only exception to this rule is the barbarian, who retains his impressive d12 Hit Dice.
***Race and Class Power
These rules increase the power of the base races and classes to some extent. This was done for a number of reasons, the most important of which was to balance them with the current level of power in the game. Over the years, a number of other races and classes have been released that are a bit more powerful than the base options. Since we do not want the core races and classes to be suboptimal choices, and we cannot change the other material, adding to the base choices seemed like the best option. We think that you will find these changes are not all that intrusive, and might even allow you to play with some of the other races and classes on an even scale.
***Prestige Skills
With the changes to the skill system, the requirements to enter various prestige classes must change as well.
Whenever a prestige class calls for a number of skill ranks, you can qualify for the prestige class if you meet that number of ranks –3 if you also have the skill as a class skill. If you do not have the skill as a class skill, you must possess double that number of ranks. For example, a 3.5 prestige class might require eight ranks in Move Silently. In the Pathfinder RPG, it instead requires five ranks of the Stealth skill if Stealth is one of your class skills and ten ranks if it is not.
***CMB
A number of the special actions that you can perform in combat all function off the same basic formula. This change was made to simplify these maneuvers and speed up combat. Generally speaking, these rules also make performing these maneuvers a bit more difficult than they were under the 3.5 rules set. We also removed the opposed roll for these maneuvers, much for the same reasons.
***Channeled Healing
In an attempt to give adventuring groups a ready supply of healing without dramatically boosting the spells for clerics, we unified the rules for positive and negative energy. This means that channeled positive energy harms undead, but also heals the living who are in the radius (both friend and foe). This allows it to work much like the cure and inflict spells.
This is a significant change, though, as it dramatically increases the amount of healing available in a group. We hope this means that the clerics of the world can actually cast their spells instead of just converting them to healing. We are also hoping that this eliminates the need for low-level parties to rest after only a handful of encounters. As with all of the rules in the Pathfinder RPG, give these a try and let us know what you think.
***Polymorph Problems
Of all the spells in the 3.5 rules set, none has caused more arguments or been more abused than polymorph. Such problems stem from two sources. First, the spell has never been the most clearly worded. What abilities you gain and lose are always subject to question. For example, do you lose your human bonus feat when you take on another form? Second, the spell relies upon the balance of monster abilities to function. When you consider the fact that there are thousands of monsters to choose from, and some are more powerful than others of an equal Hit Dice, this problem becomes apparent.
To alleviate this problem, we have broken the spell down into a host of other spells that allow you to take on the form of creatures of a specific type. The spells themselves grant you bonuses to your ability scores and special abilities. This means that we can balance the spells against each other, rather than against all of the monsters ever printed. So while your abilities won’t exactly match those of the form you take, you will look like the creature and be able to do a number of the things the creature can do. Give these spells a try and let us know what you think.
***Find the Path
You would think that a spell called find the path would be a perfect fit for the Pathfinder RPG, but nothing could be further from the truth. As written in the 3.5 rules set, this spell was a deal breaker. It sucked all the fun out of an adventure and its level was way too low for its abilities. After a bit of transmutation, the spell now allows you to find a major location, but not the whereabouts of the lich’s treasure vault. While this is an improvement, we have been debating about pulling this spell altogether. How can you have a “lost” city when this spell would make it easy to find? We’ve let it live for now, but it only has a few hit points left. What do you think?
***XP Costs
A number of existing spells require you to expend XP to cast them. Since we are removing XP expenditure from the Pathfinder Roleplaying Game, multiply all of these costs by 5 and treat them instead as special material component costs.
For example, atonement can require a 500 XP expenditure to cast the spell. In these cases, the spell requires a 2,500 gp expenditure instead.
***High and Low Fantasy
Magic items are an important component of a PC’s arsenal. If you want to run a low fantasy campaign where magic is rare, treat all of your PCs as if they were one level lower when designing challenges for them. If you want to run a high fantasy campaign where magic is common, treat all of your PCs as if they were one level higher when creating encounters.
You might need to make other adjustments along the way, especially with a low magic campaign (creatures with damage reduction become especially difficult to hurt).
***Lose a Level
Few things are more disruptive to a game session than losing a level, be it from a monster or being raised from the dead. In the 3.5 rules set, this means “un-building” your character, trying to undo all of the choices you made the last time you gained a level. There is no simple way to do this and you often end up permanently behind the curve of the rest of the party. To address this problem, we have taken the mechanics for a negative level, streamlined them a bit, and made them permanent in some cases. So, when you suffer an effect that would have caused you to lose a level, you instead take a permanent negative level. No more “un-building” your character and losing a bunch of abilities that allow you to keep up with the rest of the group. Now you just take some penalties until you get a restoration or similar spell cast on you. While this does take some of the bite out of losing a level, it speeds up play and lets you continue playing your character without a bunch of messy calculations.
GGs!
- pathfinder
- imagem
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Detalhes no blogue Economias e Conseqüências. Paul Krugman lançou o questionamento, dizendo que a ciência é incapaz e até prejudicial.
Exagero é dizer que ela é inútil. Pior ainda dizer que ela é prejudicial. Estudos, mesmo quando incompletos são úteis por agregar conhecimento e informação (Teríamos Eistein sem Newton? Boa pergunta!). Mas é assim que funciona a ciência. Você vai tentando testar hipóteses, formulando teorias… até que alguém testa outra hipótese e refuta a primeira, e assim vai.
Presunção é dizer coisas como "a macroeconomia hoje chegou no auge" ou "já responde razoavelmente bem as perguntas com suas teorias atuais". Se isso ocorreu, deixou de ser uma ciência. Não?
Até!
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Adivinhem para quem foi dita a seguinte frase:
"Meu nome Ryan Coons, sou um grande fã do Capitão América e exigo que você peça desculpas por Heróis Renascem!"
Matéria completa no blogue Melhores do Mundo (parece que a matéria era para outro local mas acabou recebenmdo um ataque de oportunidade do Mdm. Eu não tenho nada com isso!).
E o pior que isso foi na época em que eu de fato lia quadrinhos…e eu bem gostava de Heróis Renascem, fazer o que…
Leiam o que procuraram para encontrar meu blogue:
naquela praça suja com merda de pombo,patrulhada pelo sexo! ele chega as quatro com lindo sapato para vender o seu amplexo! e os homens passam,notam seu bigode mas na coxa se extravasam veio sua amiga,a loira josé, convidando pró café e ao segundo brandy já josé se expande! esboroando seu batom! amanhã não estaremos aqui, veja se bebe um pouco e sorri e tira esses olhos do chão! o futura é lindo: eu já vi! e o avião vai directo para lá! vamos embora dessa aflição! e manuel morena tomou seus calmantes por causa dos joanetes e disse cansado que estava assustado pois nunca tinha voado! e se há um acidente?e se o passaporte…? será que não sentes o medo da morte? me da um cigarro. me dói a cabeça. pra que tanta pressa? e a depilação? amanhã não estaremos aqui, veja se bebe um pouco e sorri e tira esses olhos do chão! o futura é lindo: eu já vi! e o avião vai directo para lá! vamos embora dessa aflição! no dia seguinte no canto da praça, quem passou podia ver duas prostitutas,tão deselegantes acenando prá você!
É a letra inteira da música São Paulo 451! O que a pessoa queria? Quem sabe uma letra inteira e nã sabe o nome da música? Eu heim…



