Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Bring Back Gnomes!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6064127" data-attributes="member: 1165"><p>I think they do.</p><p></p><p>I got disenchanted, fast, with many of those races in AD&D. They might behave differently, but orcs were virtually statistically identical to gnolls, hobgoblins, etc. Fortunately, this only impacted them on a mechanical level. A battle with orcs should "feel" different from one with hobgoblins in AD&D, even though in each case you're attacking opponents with about 5 hit points, who deal 1d8 damage, and have an AC of about 5.</p><p></p><p>In 3.x, when large numbers of such humanoids could take class levels, they began to diverge. (Orcs tended to be disorganized barbarians, hobgoblins tended to be disciplined fighters, gnolls were presumably chaotic evil rangers and barbarians...)</p><p></p><p>In 4e, each race could have its own ecosystem. (There are gnoll brutes, soldiers, skirmishers, controllers, leaders, lurkers...) In addition, most of these races had features that "spoke" to their identity. (Orcs were so ferocious and tough they could try to attack you even after death. That orc running in The Two Towers - the movie - made perfect sense. It might have run out of hit points after being shot by an arrow, but it could still sprint to the base of the wall and let its bomb blow up.)</p><p></p><p>While some of these races are available for play, none but half-orcs (which wouldn't be found in large numbers except in Eberron) were in the Player's Handbook. If the DM decided they couldn't make hobgoblins a cool race, there wouldn't be any hobgoblin PCs.</p><p></p><p>I think in D&DN they're going back a bit on the mechanical distinction. Each raider race gets one feature, often a minor one. (Gnolls, for instance, get a free attack if someone drops near them.) These features generally back up a core part of the race's identity (gnolls get an extra attack because they're bloodthirsty demon worshippers, orcs used to get rage because of Warcraft's influence, hobgoblins are steadfast and disciplined so they get traits reflecting that). Their leaders generally power-up those features. (Gnoll leaders give a significant attack and damage bonus to these extra attacks, for instance.) Still, each race has a mechanical distinction.</p><p></p><p>I guess the point I'm trying to make is:</p><p></p><p>1) The savage races didn't need a whole lot of flavor, and often didn't get them. Being disciplined and steadfast is probably not enough of a niche to make a playable races. Dwarves tend to be disciplined and steadfast (just like hobgoblins), but there's a lot more to dwarves. Gnomes, unfortunately, only seem to get as much flavor as these savage races (just in a different direction), and if they seem to have more, it's only because they're stealing from other playable races.</p><p>2) Since AD&D, each of these "savage" races has been allowed to diverge, culminating in racial abilities in 4e and Next that back up their flavor. However, they're based on "limited" flavor.</p><p>3) If gnomes could be given a niche unique from the other playable races, they might become popular. I've seen no signs of that from WotC since the Gnomes of Zilarge article was published.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6064127, member: 1165"] I think they do. I got disenchanted, fast, with many of those races in AD&D. They might behave differently, but orcs were virtually statistically identical to gnolls, hobgoblins, etc. Fortunately, this only impacted them on a mechanical level. A battle with orcs should "feel" different from one with hobgoblins in AD&D, even though in each case you're attacking opponents with about 5 hit points, who deal 1d8 damage, and have an AC of about 5. In 3.x, when large numbers of such humanoids could take class levels, they began to diverge. (Orcs tended to be disorganized barbarians, hobgoblins tended to be disciplined fighters, gnolls were presumably chaotic evil rangers and barbarians...) In 4e, each race could have its own ecosystem. (There are gnoll brutes, soldiers, skirmishers, controllers, leaders, lurkers...) In addition, most of these races had features that "spoke" to their identity. (Orcs were so ferocious and tough they could try to attack you even after death. That orc running in The Two Towers - the movie - made perfect sense. It might have run out of hit points after being shot by an arrow, but it could still sprint to the base of the wall and let its bomb blow up.) While some of these races are available for play, none but half-orcs (which wouldn't be found in large numbers except in Eberron) were in the Player's Handbook. If the DM decided they couldn't make hobgoblins a cool race, there wouldn't be any hobgoblin PCs. I think in D&DN they're going back a bit on the mechanical distinction. Each raider race gets one feature, often a minor one. (Gnolls, for instance, get a free attack if someone drops near them.) These features generally back up a core part of the race's identity (gnolls get an extra attack because they're bloodthirsty demon worshippers, orcs used to get rage because of Warcraft's influence, hobgoblins are steadfast and disciplined so they get traits reflecting that). Their leaders generally power-up those features. (Gnoll leaders give a significant attack and damage bonus to these extra attacks, for instance.) Still, each race has a mechanical distinction. I guess the point I'm trying to make is: 1) The savage races didn't need a whole lot of flavor, and often didn't get them. Being disciplined and steadfast is probably not enough of a niche to make a playable races. Dwarves tend to be disciplined and steadfast (just like hobgoblins), but there's a lot more to dwarves. Gnomes, unfortunately, only seem to get as much flavor as these savage races (just in a different direction), and if they seem to have more, it's only because they're stealing from other playable races. 2) Since AD&D, each of these "savage" races has been allowed to diverge, culminating in racial abilities in 4e and Next that back up their flavor. However, they're based on "limited" flavor. 3) If gnomes could be given a niche unique from the other playable races, they might become popular. I've seen no signs of that from WotC since the Gnomes of Zilarge article was published. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Bring Back Gnomes!
Top