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Tutti i contenuti di aza

  1. Le avatar animete al momento sono bloccate. Quello è il motivo.
  2. Se rispettano le dimensioni (pixel e KB) lo puoi fare. Due domande: 1. sono gif animate? 2. le carichi dal tuo HD o da un sito remoto? bye
  3. E' un problema tuo. Hai qualcosa che blocca i controlli java o flash. bbye
  4. aza

    Aggiornamento sito 17/04/06

    Aggiunti nuovi disegni di: Carmelo Monaco, Giorgio Iovino, Manuel Bruno, Silvia Brattulich, Mirko Trentini. Grazie a tutti loro.
  5. aza

    Danni da impatto e cadute

    Vesna Vulovic, nel 1972 cadde da un altezza di 33.330 piedi (10.000 metri più o meno) e nonostante le gravissime ferite sopravvisse. Il sergente Nicholas S. Alkemade cadde da 18.000 piedi (5.000 metri più o meno) e rimase illeso. A memoria in italia qualche anno fa un bambino delle elementari cadde da 9 metri senza farsi nemmeno un graffio... Della serie cadute strane.... http://www.greenharbor.com/fffolder/wreckage.html bye PS: i 2 primi esempi erano riportati nel manuale del giocatore di AD&D 2a Edizione nel paragrafo delle regole sulla caduta (identiche a quelle della 3a)
  6. aza

    Danni da impatto e cadute

    Massive Damage: If you ever sustain a single attack deals 50 points of damage or more and it doesn’t kill you outright, you must make a DC 15 Fortitude save. If this saving throw fails, you die regardless of your current hit points. If you take 50 points of damage or more from multiple attacks, no one of which dealt 50 or more points of damage itself, the massive damage rule does not apply. bye
  7. aza

    Danni da impatto e cadute

    Semplice è D&D. Lo stesso D&D per cui un PG di 20° livello può sterminare orde di koboldi, lo stesso D&D per cui un PG combatte con 150pf allo stesso modo in cui combatte con 1pf... Il sistema delle ferite è generico... se non piace inutile perdersi a creare regole e regolette, meglio cambiar gioco... IMHO ovviamente. bye
  8. aza

    Player's Handbook II

    E' una "variazione" sul tema... oltre che all'immancabile nuovo materiale sono presenti varianti (Alternate Class Options) sulle classi e altro ancora... Di solito quando esce questo genere di materiale una nuova edizione non è poi così lontana...
  9. aza

    Player's Handbook II

    La WotC ha pubblicato qualche anticipazioni sull'uscita di questo manuale che sarà in maggo... riporto quanto apparso sul loro sito: Introduction When you play a character in a Dungeons & Dragons game, it's all about the choices you make. Every facet of your character that makes him or her unique is the product of a conscious decision on your part. Player's Handbook II is all about expanding your choices -- sometimes in ways you might expect (new classes, new feats) and other times in ways you might find surprising, such as a set of rules for re-engineering your character (about which we have more to say below). Chapter 1: New Classes expands the roster of standard classes by four, with the addition of the beguiler, the dragon shaman, the duskblade, and the knight. Any of these classes would be a fine choice if you want to play a character that doesn't fit any of the archetypes that are represented by the other classes we have published. Chapter 2: Alternate Class Options revisits eighteen of those other classes -- the eleven from the Player's Handbook as well as seven others (such as the scout and the favored soul) that made their debuts in supplements. We look at these classes with a fresh set of eyes, providing for each one an alternate class feature, three new starting packages, and a discussion of character themes that are appropriate for the class in question. If you're intrigued by the idea of playing a cleric who spontaneously casts domain spells instead of cure spells, check out page 37 for the particulars. Player's Handbook II would not be a book worthy of its title if it didn't present new feats and spells. Chapter 3: New Feats contains more than 100 additions to the vast selection of feats in the D&D game, and Chapter 4: New Spells presents a similar number of new choices for spellcasters of all sorts. This book starts to blaze its own trail in Chapter 5: Building Your Identity, which contains dozens of brief discussions on how to add more depth and realism to your character's background and personality, plus some advice on how best to fulfill your role as a player at the gaming table. Chapter 6: The Adventuring Group takes a step back in perspective, focusing on the characters who collectively make up a particular kind of party. How did these would-be heroes come together in the first place, and what part does each one of them play in a well-rounded group of adventurers? The chapter also includes a few new teamwork benefits, expanding on a concept that was introduced in Dungeon Master's Guide II. Characters are defined not only by who they are as individuals and by the other PCs they travel with, but also by the relationships they form with likeminded individuals whose heritage or interests compel them to follow a common cause. Chapter 7: Affiliations describes a new kind of group that characters can belong to -- they rise or fall in status within their affiliations according to their deeds and their qualifications, and the most motivated and successful of them all can even advance to a leadership position. In addition to a number of fully fleshed-out example affiliations, this chapter provides guidelines for players and DMs who want to create affiliations that are unique to their campaign. Perhaps the most intriguing new concept in this book is presented in Chapter 8: Rebuilding Your Character. While many DMs and players have created house rules for handling situations involving the reselection of feats, reallocation of skill ranks, altering ability scores, and so forth, the D&D game has never before had official rules on the topic of revising your entire character. So whether your dwarf fighter just regrets a single bad feat choice or wishes he were actually a half-orc barbarian or an elf sorcerer, Chapter 8 offers rules and advice that covers the subject of character rebuilding from start to finish. Finally, an extensive Appendix sets forth an efficient method for quick generation of new player characters or NPCs, which (among other things) streamlines the process of selecting skills and feats. The next time you need a character in a hurry -- or even if you don't -- check out this system. Alcuni Feats BOUNDING ASSAULT You can move and attack with superior speed and power. Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +12. Benefit: When using the Spring Attack feat, you designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. While using an attack action with the Spring Attack feat, you can make a second attack with a -5 penalty. You can use both attacks against one of the opponents targeted with this feat, or split your attacks between them. CROSSBOW SNIPER You are skilled in lining up accurate, deadly shots with your crossbow. Perhaps you add custom-made sights to your weapon, or you have learned to maximize the stability and precision the weapon offers. Prerequisites: Proficiency with hand, heavy, or light crossbow, Weapon Focus with hand, heavy, or light crossbow, base attack bonus +1. Benefit: When using a crossbow for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to 1/2 your Dexterity bonus. If you have the skirmish or sneak attack ability, the maximum range at which you can make such attacks increases to 60 feet when you are using a crossbow for which you have the Weapon Focus feat. Special: A fighter can select Crossbow Sniper as one of his fighter bonus feats. CUNNING EVASION When an area attack detonates around you, you use the chaos and flash of energy to duck out of sight. Prerequisites: Hide 9 ranks, evasion. Benefit: If you are caught within an area attack whose damage you avoid completely due to your evasion or improved evasion ability, you can make a combined Hide check and a 5-foot step as an immediate action. You can attempt this check only if there is cover suitable for a Hide check, and you can take your 5-foot step into cover before making your Hide attempt. Special: If you have the hide in plain sight class feature, you do not need cover near you to attempt the Hide check allowed by this feat. ELVEN SPELL LORE You have studied the mighty arcane traditions of the elves, granting you insight into the intricate workings of magic and the theoretical structures behind spells. Prerequisites: Int 17 or elf, Knowledge (arcana) 12 ranks. Benefit: Your understanding of the elven secrets of magic grants you two benefits. When you cast dispel magic or greater dispel magic, you gain a +2 bonus on your caster level check. Your understanding of magic allows you to more easily unravel the power that sustains a foe's spell. In addition, your knowledge of magic grants you rare insights into forgotten spell lore. Choose a single spell in your spellbook when you take this feat. When preparing that spell you can alter the type of damage it deals to a single type of your choice. You must make this choice when preparing the spell (those who do not prepare spells cannot benefit from this aspect of the feat). You can prepare the spell multiple times, selecting the same or a different energy type for it with each preparation. You can gain this feat multiple times. The caster level bonus does not stack, and each time you take the feat, a different spell must be chosen. MAD FOAM RAGER You fight with the rage that only a rabid badger or a beer-addled dwarf can bring to bear. In combat, you shrug off attacks and continue fighting even in the face of horrific injuries and effects. Prerequisite: Rage or frenzy ability. Benefit: When fighting, you can endure tremendous blows with little visible effect. As an immediate action, you can choose to delay the effect of a single attack, spell, or ability used against you. The damage or effect does not take hold until the end of your next turn. You can only use this ability while under the effect of your rage or frenzy ability. You can activate it once every time you use your rage or frenzy ability. TWO-WEAPON REND You wield two weapons with an artisan's precision. Each strike builds on the next, allowing you to deal more damage. Prerequisites: Dex 15, Two-Weapon Fighting, base attack bonus +11. Benefit: If you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to 1d6 + 1-1/2 times your Strength bonus. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent. Special: A fighter can select Two-Weapon Rend as one of his fighter bonus feats. A ranger who has chosen the two-weapon combat style can select Two-Weapon Rend as long as he has a base attack bonus of +11 and is wearing light armor or no armor.
  10. Qualcuno sta giocando a questo gioco? http://www.ddo.com/index.php Se si sapete dirmi com'è? Grazie
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  11. aza

    Utente Triple H

    Su richiesta dell'utente il suo nick è stato cambiato in Boromir. bye
  12. Non trova l'immagine... molto strano... hai la possibilità di riaggiungerla? Se si prova a riupparla. bye
  13. aza

    Problemi accesso Chat

    Dado di nuovo attivo tramite il comando /roll xdy+n dove x=numero di dadi, y=facce del dado, n= quantità da aggiungere (opzionale) esempio: /roll 2d20+5
  14. aza

    Aggiornamento forum

    manca il link alla chat nello stile element... domani cercherò di rimetterlo. bye
  15. aza

    Aggiornamento forum

    Elencali pure magari un un topic separato... La skin element brown è di difficile mantenimento (dopo gli aggiornamenti) non so se al prossimo aggiornamento avrò la forza di riesumarla... stiamo valutando alternativa ma skin fantasy sono introvabili. bye
  16. aza

    Iniziativa

    Confermo. Rules Cyclopedia pag. 102. Con 2 varianti: 1. iniziativa singola (ogni PG titra il d6 anzichè il gruppo); 2. aggiungere il bonus dex al tiro iniziativa (solo nel caso in cui si usasse la regola opzionale 1). bye
  17. aza

    Aggiornamento forum

    Stile Element riattivato. E' certo che ci saranno dei problemi su aluni colori. bye
  18. Non vorrei fare terrorismo ma: http://www.greenronin.com/index.php?id=P359 The Future of Freeport (per chi non lo sa è un supplemento d20) Leggete la quarta riga del secondo paragrafo... Che sappiano cose che noi non sappiamo???? bye
  19. aza

    e gli hobbit?

    Quando nel '73 uscì D&D (quello che ora è chiamato OD&D) il termine "hobbit" fu sostituito con il termine "halfing" per non incorrere in violazioni di copyright del materiale scritto da Tolkien. Allo stesso modo gli Ent sono diventati Treant e vari altri cambiamenti minori. Visto poi che gli halfling (bassi e cicciotelli) non attiravano i giocatori, nella 3a edizione sono stati modificati per venire incontro alle "esigenze" (vere o presunte) dei giocatori in modo da renderli piu' accattivanti. bye
  20. NO. Non ci penso nemmeno....
  21. Meglio ora??? bye
  22. OK mea culpa... ad alcuni gruppi utente era proibita la visualizzazione. Ora è tutto OK. Fermandosi sul nome di chi è in chat si vede in che stanza si trova. bye PS. per la skin puo' essere come dici, ma non mi sembra una cosa grave... rimetterò a posto quando ho tempo....
  23. Scusate ma la voce "utenti in chat" è presente tutt'ora sotto la voce "utenti attivi". Se qualcuno non la vede provi quanto segue: 1. si sconnetta dal forum e veda se come anonimo vede tale voce 2. svuoti la cache del browser 3. si "rilogghi" e provi ad entrare in chat 4. mi faccia sapere. bye
  24. aza

    Aggiornamento forum

    1. il dado in chat non è ancora stato ripristinato; 2. dato che da questo forum i file si possono scaricare SENZA obbligo d'iscrizione non ha senso mettersi a sviluppare un modulo per sapere chi ha scaricato l'allegato. Questo perchè se tale persona si connette come anonimo può benissimo scaricare il file e quindi non cambia nulla. bye
  25. aza

    Aggiornamento forum

    perchè l'aggiornamento non è ancora completo al 100%
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