Excerpt: Racial Benefits

I think that this is the new aspect of 4E that i like the least.

I see everyone talking of "racial feats", complaining about a "+2" or so

They take the racial abilities in 3.5 and make some "delaying and taking feats"

I like lots of new 4E rules but this one is not better than before
It's just a feeling but i think they promise to increase the role of races but they fail with this sort of "racials feats"

i like 4E but not this "new" rules

(making new with old is a bad job IMHO )
 
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ainatan said:
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
<snip>


Both crunchy and patriotic!
 

Deep Blue 9000 said:
That would still be a cone.
Nope. Diagonals are always 1, which means that a square and a circle are pretty much the same thing. So a cone in a world with 4e geometry would look like a square above the grid.

Which is why I prefer my diagonals to at least approximate sqrt(2); intuition breaks down quickly when you leave standard geometries.
 

To whoever suggested "Tieflings: The Warlock Race"...

May I simply point out the general outstandingness of Halflings: The Artful Dodger Race?

Rogue path. Artful dodger. Most of your foes will be large, and, as you're a melee striker, you will usually be adjacent to 2 people. Gleefully provoke AoOs with your bonus to charisma - your AC will probably be around 22 at first level (+4 dex, +2 leather, +4 cha, +2 Lost in the Crowd).

If you're a shadow assassin, everybody who misses you takes 4 damage. Meanwhile, with Underfoot and your general immunity to AoOs, you are almost always guaranteed to flank.

Just thought that it's interesting that they're making the iconic builds (Dwarven Warrior. Halfling Rogue. Tiefling Warlock.) very, very powerful. It sort of works for me - it's a given that weird and sneaky builds that optimizers figure out will be powerful...but the simple, straightforward stuff should -also- be powerful. Helps new people not fall behind because they don't know the tricks.

-Cross
 



I rather like the Half-elf insight. With the half-elf's aura for diplomacy, this is really making the Half-Elf the buffer (Read: Bard) race.
 

The only problem I have with this is that you waste feat slot. Yeah you get more feat every other level now but still its not all that is cracked up to be. Now you get to choose between a racial feats, class feats, weapon feats and general feats and that's a lot feats, which what mention 3x more than 3.5 and not enough feat slots to really customize a concept.
 

duvsylva said:
I think that this is the new aspect of 4E that i like the least.

I see everyone talking of "racial feats", complaining about a "+2" or so

They take the racial abilities in 3.5 and make some "delaying and taking feats"

I like lots of new 4E rules but this one is not better than before
It's just a feeling but i think they promiss to increase the role of races but the fail with this sort of "racials feats"

i like 4E but not this "new" rules

(making new with old is a bad job IMHO )

You get a bunch of abilities are part of your race - that's confirmed.

The racial feats are optional extras that you CAN take if you want to - you're not forced to take them if you don't want to, or if you see other feats that are more suitable.

It also means that not every PC of the same race will have the same abilities - again, helping to differentiate characters from one another.
 

I'm not really seeing Tieflings making awesome warlocks.

1) The infernal wrath is when someone hits you in melee. Getting hit in melee is probably bad for warlocks, since their stuff is at range. It's better served in the hands of a melee class.

Someone mentioned Infernal wrath dealing with charisma? Is that true?

2) Tiefs get a +2 to Int and Cha. More than one class benefits from those boosts.

3) I think the fire resistance, and Bloodhunt, will both serve melee characters more than ranged. Melee guys will likely be getting the brunt of fire-based attacks, either from aura effects, breath weapons, etc. Plus, that +1 to hit can't hurt for melee.

So my opinion? Tiefs make great warlords and paladins. Both classes get benefits from high charisma (Alternatively, Int in the Warlord's case).
 

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