Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: QUARTA edizione 4th - varie da razze e classi

direttamente da enworld
sempre da races and classes
+non c'è più il danno alle abilità
+le scaglie dei Dragonborn sono color bronzo o dorato
+gli Elfi sono alti quanto e più degli umani, ma sempre molto magri e
aggraziati
+gli halflings sono kenderizzati (hanno la tendenza ad "acquisire"
cose per la loro grande curiosità). Sono più alti ca. 1,20 mt e pesano
ca. 30 kg
+Azers e Galeb-dur sono menzionati come nani che vennero completamente
schiavizzati dai giganti loro antichi padroni
+i Tieflings non sono figli di umani e demoni, sono una razza
discendente da un antico impero che fecci oscuri e terribili patti con
i Nove Inferni. Il loro volto demoniaco è di fatto la manifestazione
di una maledizione per i crimini dei loro progenitori. Sono più legati
ai diavoli che ai demoni.
+Divinità conosciute includono: Bahamut, Corellon (dio della magia),
Io (il dio antico, ora morto e diviso in Bahamut e Tiamat), Lolth,
Moradin, Obad-Hai (dio delle lande selvagge), Sehanine (dea della
luna), Tiamat e Zehir (dio della notte).
--
ciao, Fabio
http://fmplibri.blogspot.com/

Korro Zal, over on the official boards, has just gotten his copy of
Races & Classes, and has more information to add:
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.
Korro Zal has also posted information on the classes half of Races and
Classes:
Power Sources: Additional power sources will be added in subsequent
handbooks. It is stated, as an example, that there will be a Psi power
source later on for psionics. Given this, the mind-affecting spells of
wizards and clerics will be toned down or removed so that psions will
have their own flavor. This is because the designers felt psionics
weren't different enough from magic before.
Prestige Classes: Gone. There are replaced by Paragon paths (Levels
11-20) and Epic Paths (21-30). These paths will include new abilities
characters of the appropriate classes can select, and some are taken
from the old prestige classes (mystic adept, arcane archer, and weapon
masters are mentioned, as are some new options like Prince of Knaves).
Epic Paths also have something to do with the character's destiny, and
also open up new powerful abilities.
Level Bonuses: Characters no longer have different rates of
progression for attack bonuses and saving throws based on their class--
these all progress at the same rate now. Every 10th level character
will have a +5 bonus to AC, to hit, and all three saves, though class
abilities, feats and ability scores will influence these. Presumably,
Defenders will have more class abilities that grant attack bonuses to
make them the best combatants. Every character at first level
possesses certain boosts to these traits as Star Wars Saga Edition
characters do (so a fighter probably starts with a +2 Fortitude save
bonus, etc.).
Feats: Certain feats require a certain character level, race or skill,
but none require a certain class. This makes it easier to expand
characters beyond their intended role if desired.
Alignment: One major change to this system in 4E is the fact
characters can choose to be "unaligned," having no significant
impulses towards good or evil. Characters can still choose to be good
or evil (law and chaos are not mentioned), but most characters and
monsters will be unaligned. Unsurprisingly, most spells and powers
that revolve around alignment are now gone.


ai diavoli che ai demoni.
10 a 1 che il giocatore più PP del mio gruppo mi chiederà un Tieflings...
:D
Elam 

ulteriori dettagli (per lo più conferme) sulle classi
Now on to the classes-five are detailed in length in the book.
Presumably, these are the classes that will definitely make the first
Player's Handbook:
Cleric: One major change the cleric has undergone is that in addition
to spells he or she will also possess rituals and healing prayers,
which will encompass most of the healing spells the cleric possessed
in 3E. (Presumably, these will be at-will, per-encounter or per-day
abilities.) Consequently, cleric spells will now mostly involve buffs
and combat spells (and a great many brand-new spells have been created
for the cleric). Also, all classes will possess the ability to heal
themselves to some degree (possibly the SW Saga Ed. second wind?), and
Leaders are able to grant an increase to this ability. In sum, clerics
will no longer be called upon to heal as much as they used to, and
will be able to participate in battles more. It is also stated that
clerics will not be as powerful vis-à-vis the other classes as they
were in 3E, and that summoning spells have been removed from their
spell lists (likely to appear in a later volume).
Fighter: In addition to receiving powers akin to the maneuvers in Tome
of Battle, they will have a number of other abilities to increase
their hardiness, "stickiness" (meaning the difficulty foes encounter
in getting past/around them) and armor proficiency (they will have the
exclusive ability to retain a greater amount of their Dex bonus than
other classes while wearing heavy armor). Feats and fighter powers
will allow a sword & shield fighter to accumulate greater AC bonuses
and the ability to defend others.
Rogue: Not too much has changed--sneak attack will still be vital for
this class, but it will be even easier to set up. Virtually all
monsters can be sneak attacked now, even golems and such. Rogues will
still be the most skill-based characters, but the skill list has been
streamlined and cut in half as it was in SW Saga Ed. (Hide and Sneak
are one skill, etc.).
Warlocks: In 4E, these are arcane Strikers, able to do a great deal of
damage to one or two foes at a time. They can align themselves with
fey spirits, devils, demons or the "stars and the darkness between
them." Their abilities will include transportation effects,
invocations, curses and a powerful melee attack called Soul Ruin. They
also have the ability to use Pacts, meaning that it looks like they
absorbed the Binder, and each Pact will grant per-encounter curses.
Wizards: Schools of magic are gone, replaced by foci (orb, staff,
wand, with more to come in later books possibly). The orb foci
involves terrain control and retributive and perception effects,
staves ranged blasting, and wands long distance control and defense.
In addition to spells, wizards will also possess rituals that deal
with item creation. Metamagic feats are gone, though spells can still
be boosted by Wizard powers and other feats. In addition, since
characters can buy any kind of feats they want, it is mentioned that
you could turn a Wizard into a 3E-style Warmage or Duskblade by buying
weapon, armor and melee attack feats, as 4E Wizards no longer suffer
from arcane spell failure in armor.
Following this, there is a section on "Other Classes," with a few
short notes about the other classes which were not so developed at the
time the book was finished:
Barbarians: The 4E Barbarian will be all about the rage, with many
different rage effects to choose from. They will also be more feral--
one cited barbarian ability involves him biting his opponent after his
melee attack.
Paladins: Their powers are being completely redone, as the designers
felt they were lacking in 3E (notably the Smite ability).
Unsurprisingly, they will possess several different kinds of smiting
abilities.
Bards: Drawing their powers from "otherworldly patrons," Bards will
possess many abilities related to illusion and mental trickery. They
will retain their inspirational and lore knowledge abilities.
Druids: The 4E Druid will heavily emphasize sharp-changing abilities,
and will possess a spell list with ranged firepower and utility
effects.
Monk: Not much has changed-will probably be designed as a Striker.
Rangers: Also seem little unchanged.
Sorcerers: It is stated that Sorcerers will barely be in control of
their magical abilities, but whether or not this means they'll
function somewhat like wild mages is unclear. It does mention that a
Sorcerer who casts a cold spell might have a protective aura of
freezing cold around him afterwards for a short while.
Swordmage: Arcane Defenders who use magical protection as opposed to
armor. They are designed as melee specialists with few ranged attack
powers.
Warlord: Much as described before, but they also mention an example of
a Warlord power called "Feather Me Yon Oaf!" (they often use humorous
titles as stand-ins until they come up with the real one). When the
Warlord uses this ability, his allies get an immediate action to draw
a missile weapon and shoot the Warlord's designated target.
__________________
ciao, Fabio