Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: QUARTA edizione 4th - excerpts benefici razziali

i benefici razziali
http://www.wizards.com/default.asp?x=dnd/4ex/20080502a&pf=true
come previsto oltre ai poteri iniziali ci sono talenti legati alla
razza che si possono scegliere lungo tutta la carriera del personaggio
e che sono sempre utili, riguardano o il potenziamento delle abilità
razziali o caratteristiche legate allo "spirito" di quella razza
buona lettura
Excerpts: Racial Benefits
4th Edition Player's Handbook
From a look at classes, we move on to races, and why they matter more
than ever in 4th Edition. To answer that question, we turned to Rob
Heinsoo:
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Original Design Intent
Before we began 4th Edition design, James Wyatt decided that he wanted
a player character’s race to matter a lot more in 4E than it did in
3E. Andy Collins and I heard about James’ decision during our first
week of brainstorming together. James said something like, “I won’t be
happy with this design unless it gives me a reason to care about what
race I am all through a character’s career. Not just something that
happens at first level.” That sounded great to me and Andy.
Our early designs put race on par with paragon paths and epic
destinies as character elements that would be secondary to class for
ten levels at a time. Race supplied features and powers from levels
1-10, paragon paths took over at levels 11-20, and epic destinies
capped characters off at levels 21-30.
One drawback of our original “race offers powers at levels 1-10”
approach was that it made race abilities less significant at higher
levels. Another drawback was that our classes were already plenty
rich. We realized that we didn’t need race, path and destiny competing
directly with the class-based power lists that were the heart of the
design.
4E Solution
So we settled on a hybrid approach. Each 4E race gets a small roster
of abilities that make them stand out from other races. Each race gets
a single unique power at first level that stays cool and useful over
the character’s entire career. And each race has a unique selection of
feats that flesh out the race’s advantages compared to other races.
Styles of Racial Feats
There are at least three different styles of racial feats in the
Players Handbook.
Racial Power Related Feats: The logic for these feats is that you’re
the only race in the game that can pull off a stunt that everyone else
envies. Letting you choose feats that utilize your racial power makes
you feel even better about your power. You’re opting to improve an
already good power instead of choosing a feat that could shore up a
weakness, so we aren’t shy about making racial feats a good deal.
Take the Enlarged Dragon Breath feat for the dragonborn as an example.
Enlarged Dragon Breath [Dragonborn]
Prerequisites: Dragonborn, dragon breath racial power
Benefit: When you use your dragon breath power, you can choose to make
it blast 5 instead of blast 3.
A dragonborn’s breath weapon isn’t going to be its most powerful
attack, but it is one of the few minor action attacks in the game.
Increasing the blast area from 9 squares to 25 squares? It’s a no-
brainer for any weapon-using dragonborn who isn’t already capable of
attacks that blast many enemies at once. Once you’ve played a
dragonborn with 5-square breath, playing a dragonborn with a wee
little 3-square blast won’t cut it.
Flavorful Feats that Don’t Need to Clutter Basic Race Abilities: Some
3E races have laundry lists of abilities supplying situational
benefits. In 4E, we have laundered those lists. Small situational
benefits are great as feats that a player chooses because it suits
their character concept, not as good as something that every player of
a particular race has to keep track of. Here’s an example from the
dwarf.
Dodge Giants [Dwarf]
Prerequisite: Dwarf
Benefit: You gain a +1 bonus to AC and Reflex defense against the
attacks of Large or larger foes.
3E dwarves all ended up having AC bonuses against giants. 4E cuts this
advantage out of the standard dwarf package and rephrases the
advantage as a feat that can help dwarves against all bigger
creatures, not just the few bigger creatures that happen to be actual
giants.
Feats that Capture the Essence of a Race: Okay, I admit this last
category is a bit broad. The perfect racial feat of this style
supplies the race with a wonderful little feature that members of
other races would love to have but don’t deserve. Sometimes we succeed
perfectly, other times we get as close as we can.
Any guesses about the hardest race? Which race was the hardest to peg
with feats that felt distinct and appropriate?
Other designers may have other answers, but I’d say it was humans. The
problem is that you all know humans. You’ve got a pretty good sense of
human capabilities, and even in a fantasy world with elves and dwarves
and succubi, there are a lot of abilities that we could try to peg
onto humans that would make you and most all your friends cock an
eyebrow and hone your mockery skills.
So we settled on the idea that humans, at least the PC humans we’re
concerned with, are the action-hero race, winning against improbable
odds and fighting to the last breath. Try the following feat as an
example:
Action Surge [Human]
Prerequisite: Human
Benefit: You gain a +3 bonus to attack rolls you make during any
action you gained by spending an action point.
That’s an example of an ability nearly any PC would like to have, but
as a feat, it’s only available to humans. You think you’ve got a human
finished off and they pull out some heroic stunt that saves the
party.
Full Circle
Enlarged Dragon Breath, Dodge Giants, and Action Surge have one point
in common: all three are racial feats you can take in the heroic tier
that will still be useful even when your character is 19th or 28th
level. We made good on James’ original hope—your PC’s race always
matters, and if you want to choose a number of racial feats, your PC’s
race can matter a lot.
--Rob Heinsoo
Racial Traits
Each character race offers the following types of benefits.
Ability Scores: Your character race gives you a bonus to a particular
ability score or two. Keep these bonuses in mind when you assign your
ability scores.
Speed: Your speed is the number of squares you can normally move when
you walk.
Vision: Most races, including humans, have normal vision. Some races
have low-light vision; they see better in darkness than humans do.
Languages: You start off knowing how to speak, read, and write a few
languages. All races speak Common, the language passed on by the last
human empire, and some races let you choose a language.
Other Racial Traits: Other traits include bonuses to your skills,
weapon training, and a handful of other traits that give you
capabilities or bonuses that members of other races don’t have.
Racial Power: Several races give you access to a racial power, which
is an extra power you gain at 1st level in addition to the powers your
class gives you.
Racial Feats (Heroic Tier)
Name Prerequisites Benefit
Action Surge Human +3 to attacks when you spend an action point
Dodge Giants Dwarf +1 to AC and Reflex against attacks of Large or
larger foes
Dragonborn Frenzy Dragonborn +2 damage when bloodied
Dragonborn Senses Dragonborn Low-light vision, +1 to Perception
Dwarven Weapon Training Dwarf +2 damage and proficiency with axes and
hammers
Eladrin Soldier Eladrin +2 damage and proficiency with longswords and
spears
Elven Precision Elf +2 to reroll with elven accuracy
Enlarged Dragon Breath Dragonborn, dragon breath racial power Dragon
breath becomes blast 5
Ferocious Rebuke Tiefling, infernal wrath racial power Push 1 square
with infernal wrath
Group Insight Half-Elf Grant allies +1 to Insight and initiative
Halfling Agility Halfling, second chance racial power Attacker takes a
–2 penalty with second chance reroll
Human Perseverance Human +1 to saving throws
Light Step Elf Add to overland speed of group, +1 to Acrobatics and
Stealth
Lost in the Crowd Halfling +2 to AC when adjacent to at least two
larger enemies
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Be sure to return Monday for a look at skill challenges!
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.
All Rights Reserved.
--
Fabio

capped characters off at levels 21-30.
la mia ipotesi era proprio quetsa, sembra invece che abbiano ridotto
la cosa...
hai notato come l'abilità dei nani di schivare i giganti sia diventata
un talento? :D
-- 
 Domon

 un talento? :D
così non protesta chi dice che "mica tutti i nani combattono i
giganti" hahaha
cmq così è più semplice
inoltre molti talenti sono ubiquamente utili
vedi il talento elfico, lo userà sempre ad ogni incontro dal 1' al 30'
livello :)
--
Fabio

 un talento? :D
Che funziona con tutte le creature di taglia large e oltre... il che non è 
per nulla male
salut
-- 
_______________________
l'Iran ha chiesto l'intervento dell'Onu contro gli Stati Uniti perché
loro hanno Chuck Norris