Do We Need Gnomes, Halflings AND Dwarves?

I didn't read beyond the first post as I suspect it's chocked full of the typical "gnomes suck, dwarves rule!" chatter. There's just as much argument, however, for leaving out humans, elves, and half-orcs and playing only with "little people." You don't really need any particular race at all, actually. Pretty much everything is optional...if you want it to be. I prefer the variety, however.
 

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IMC I have Humans*, Gnomes and Goblins as PC races. Giants (half-Ogre stats) are allowable

(*Humans includes both half-orcs** and half-elfs) Elfs are fey 'Sidhe', Orcs, Dwarfs and Haflings dont exist.
**Half-orcs are human throw backs tainted/blessed by Punga the god of Ugly creatures. The role of Orcs (as main antagonist race) is taken by Sahuagin

Anyway two points
1. I agree that having more diverse cultures for all races is by far prefereable than a plethora of races (hence one of the many reasons I hate elfs in their various permutations)

2. Whilst agreeing on point one I don't agree with the premise of your question really NO race is 'needed' but options are fun- for instance my inclusion of goblins as a core race was unneccesary and the niche could have been covered by halflings, but goblins are kewl and suited the setting better - so I used them
 

I must confess, I agree with the idea of uniting Dwarves, Gnomes and Halflings into a single, overall race. I don't see the need to ditch the stats for all of them, though. You could explain it as three cousin races having developped in different ways in different environments, or as different castes: Dwarven Warriors and Artisans, Gnomish Mages and Clerics, and Halfling Workers...

Mind you, I'm the kind of guy who likes to think of Goblins, Hobgoblins and Bugbears less as cousin races, and more as "goblins of different sizes and shapes"... ;)
 

Wether or not a race is essential depends on the setting the game is set in, but, in general, no race is truly essential. I am currently working on a setting with only Humans, Dwarves and Elves. I wanted fewer races, as I wanted a more earthlike (Northern Europe) atmosphere to the setting. i will also limit the number on non-humans in the party to maximum one at any given moment.

I excluded Gnomes, as they are too close to elves and I do not need more than one fay race. Halflings was excluded as they are too human like. Orcs do not exist in my setting, so Half-Orcs cannot exist.

The demi-humans is as culturally diverse as humans. In the area of the campaign, however, the Elves has a Celtic-like culture (complete with sacrifice of sentient beings) and Dwarves are modelled after the norse legends (Great smiths and magicians, who are not always trustworthy).

Besides these three races, I plan to include Goblins (probably cursed humans and demi-humans) and Lizardmen (not really known in the initial region). I might include Halflings and Gnomes at a later point, but only on far away lands, where they take the role of Humans and Elves, respectively (still keeping there PHB stats). undeads will also be in the game and there might be a single, mystical appearance of other races, such as Ogres, Trolls (very likely) and Dragons (Though more in line with the elements and more mystical/mythological).

I have to change a few thing about the Elves and Dwarves though. As the Elves are Celtic-like, I will have to exchange they proficiency with bows with something else. Right now I am thinking about giving them a bonus feat, but it is not set in stone yet. The Dwarves will loose their bonus to AC vs Giants. I do not know what they will gain instead yet...

The game will be somewhat grimm and horrific, using the generic classes from UA (with limitations to the Spellcaster class, both in regards to spells and class level), Massive Damage Threshold equal to Con, Armor as DR, Sanity Rules and no allignments. I might add a few more special rules, as I continue developing the game.
 

Like several other posters, I don't think any particular race is utterly "needed", but varying the racial mix can give some variety to different campaigns. In my Shattered Skies campaign, I centered dwarven culture around a gift for prophecy and an eternal hatred of infernal creatures (Nearly all dwarves live in holdfasts made to permanently imprison an archdemon/devil.) Halflings are nomadic, mongol-esque raiders relying heavily on animals of various sorts for mounts, meat, leather, etc. Since I had shifted halflings to a more natural worldview, gnomes seemed a bit superfluous, so I decided that they had gone extinct during the Sundering.. However, i also added in kobolds as an additional "little people" race, and decided that their niche was as the permanent slave class in human society.
 

To answer your question: it depends.

As previous posters have said, you don't need a particular race for a fantasy setting. It depends on what role the race plays in the game. If the setting is markedly different from standard D&D, you generally either have to change the race or not use it.

For my part, I went a different route. I didn't take the race as a given and develop different cultures, although I have done that before and enjoyed it. Instead, I thought very hard about what I enjoyed about each race and what they mean to me and the role I generally prefer them to play. From there, I restructured some things. While the revisions can encompass the stereotypical aspects, it is possible to go beyond them and still remain true to the basic idea. These are the basics of what I have:

Humans
In most settings, humans are the dominant race, but few explain why this is such a common thing. Most would say that it's laziness, but I believe it goes deeper than that. Humans are usually the force of familiarity. We can relate to human beings because we are human beings. This familiarity helps to make the unfamiliar all the more exotic. In many cases, humans also embody the spirit of adventure. While not necessarily present in individual humans, this is true on a collective level. Look at the knowledge human beings have gained and the things human beings have done. What traits have allowed us to do this? We learn, adapt, and apply the knowledge and skills to other things.

Elves
When I think about of elves, there is something that is absolutely essential for me to see them as something other than skinny humans with pointed ears: magic. Elves do not simply use magic; they live in magic. Some would even argue that they are magic. It infuses every fiber of their being and is imbued in everything they make. Their magical natures grants them some immunity to the ravages of time. Age afflicts them only through magical means, and death only comes to them from sickness, accident, or violence. It also increases their perceptive abilities. As creatures of magic, they are more attuned to forces beyond ordinary sensory capacity, and this attunement enhances not only their physical senses, but their psychic senses as well.

Ironically, elves share much with human beings, but the influence of magic renders them almost alien. Their perceptive abilities make them more sensitive and refined than other humanoids, but the things they respond to with these abilities are not easily communicated to non-elves. Their virtual immortality makes them simultaneously more detached from and more involved with the life's joys, hardships, and changes. Elves can exercise remarkable patience when making plans or enduring hardship, using time (or rather, their own timelessness) to their advantage. Yet, this knowledge that all things pass with time makes them pursue the fleeting, mortal things that interest them with a sense of urgency that would be surprising even in humans. When motivated by love or hate, they can be relentless. Since death is an anomaly as opposed to an ever-present reality for elves, they can be disturbingly blase or intense about it.

Orcs
These replace the PHB half-orcs.
The most striking difference between orcs and humans lies in how they view themselves as individuals, or rather, how they don't do so. While orcs are certainly aware of themselves, their self-concept is not an abstract entity, but is intimately tied into their environment. Oftentimes, who they are is what they are doing at any particular moment. As Omar Orc nibbles on bread, he does not think of himself as "Omar Orc eating the bread," but simply "eating the bread" or "bread tastes good." On the one hand, this gives them tremendous focus. It is not easy to distract orcs. However, this single-mindedness also makes it harder to learn new things, particularly abstract concepts, which leads to the second major difference between orcs and other humanoids.

Humans, as a general rule, are reasoning animals. They perceive and understand through logic, with instinct being at best secondary. Orcs, however, are primarily instinctive, with reason taking a back seat to gut feelings and intuitions about things that cannot be understood rationally. Neither orcs nor humans lack reason or instincts, but each shows a preference for relying on one or the other. This difference in orientation has led some to consider orcs as nothing more than animals and thus not sentient, justifying all kinds of abuses against orcs which would never be tolerated in humans.

Gnomes
Note: I have changed these a lot, so bear with me.
Gnomes are similar to elves in that they are essentially magical humans. However, unlike elves, who live in magic, gnomes literally and figuratively make magic. Many myths feature artifacts which have mystical properties or where someone creates something that has powers greater than its exterior indicates. This extends not just to tools and weapons, but aesthetic things as well. The power of an image, of words, of music and dance, even of food, is undeniable.

Gnomes typically stand under 5 feet (150 cm) tall when fully grown. For this, they are often called dwarves. They hate this. The way gnomes look is a study in extremes. There is nothing of the merely average about them. Their hair, for instance, comes in only four colors: stark white, golden blond, jet black, or flaming red. It is either silky smooth or coarse as wool. The eyes are always very clear and strongly blue, gray, green, or black. Skin complexion is either ruddy, pallid, or dark. Their physiques are either stocky or wiry, but they never seem frail or weak-looking. Gnomish hands are large and solid or slender and elegant. This extends even to how gnomes present themselves. They are either unkempt, even unhygienic, or meticulously groomed.

Gnomes define themselves through their craft, which is any endeavor that requires dedication and discipline to achieve competence or mastery. For better or worse, gnomes are what they do or make. Even as infants and toddlers, they display an urge to create. As they grow older, they are irresistably drawn to their chosen crafts and all things related to it. Most often, this urge is expressed through a prodigious talent for the fine arts, performing arts, and crafts. Conservative gnomes tend to focus on perfecting traditional models and methods while those who are more interested in novelty pursue innovation in their chosen fields. Regardless of their orientation, they have a perfectionist streak ten miles wide, though how this affects their personalities run in extremes. Some are the pillars of patience and stablity, while others are ill-tempered madmen. Individual gnomes can often express both tendencies.

Halflings
"Halfling" is basically a template that can be added to any race that is significantly shorter than the standard.
 

Or we can just make elves, dwarves, gnomes and so forth into fey creatures as they generally are in mythology. Then they're just varieties of fey like satyrs, nymphs, dryads, pixies, etc.
 

ivocaliban said:
Or we can just make elves, dwarves, gnomes and so forth into fey creatures as they generally are in mythology. Then they're just varieties of fey like satyrs, nymphs, dryads, pixies, etc.

That's pretty much what I did IMC. The great races for thousands of years before humans and their kin (halflings) were all fey (elves, dwarves, gnomes, giants,etc). Then humans came along and stole the age by makign themselves the most important as the fey die off. The humanoid races, goblins, orcs, bugbears, etc. are struggling to take control and make it their age.

Thing is, I just had a similar discussion with my Tuesday night gaming group and none of us could ever, in over a decade of gaming each, remember anybody playing a gnome or putting a gnome into an adventure of our own making. At that point, it is a question of why even bother keeping them?
 

Two answers to this one...

Well, I took 2 different approaches to this idea: one's mainly for the fantasy world of my fiction works, & the other is made w/ D&D in mind.

For the setting in which my writing is based, I took a long look at all of the things that influenced me, the things that have come before in 1 form or another, & "the spin," so to say, that I wanted my stuff to have. I wound up amalgamating a lot of different mythic beings into a few different races. So far, in addition to humans, I just have elves, dwarves, giants, and trolls. Faerie is a synonym for elf; gnome a synonym for dwarf; ogre a term for large trolls, and goblin/kobold a term for short trolls; titan is a synonym for giant. Giants & dwarves are genetic offshoots of humans (rather than only being humans with specific/special hereditary conditions), and thus breed easily with humans. Elves & trolls can't interbreed, & they have difficulty breeding with humans--in fact, they can only breed with humans, and not dwarves or giants (the genetic traits which grant them their unusual height inhibits any genetic bonds that could be formed)--only members of each race, with near-perfect health & no history of inherited/familial illness, have a slight chance of successfully conceiving a child (e.g., half-elves & half-trolls are extremely rare, and half-dwarves & half-giants are merely another kind of human).

For my D&D games, I pretty much stick with the standard races, but change the flavor text. Gnomes are a race of half-dwarf halflings (w/ a lifespan inbetween those of the 2 parent races), kinda like how half-elves are half-elf humans (gnomes IMC have the Dwarf Blood racial ability). Hobgoblins are goblinoids with some orc & human blood; bugbears are hobgoblins with a bit of ogre/half-ogre blood; mongrelfolk are the by-product of the breeding programs used to create the hobgoblin & bugbear races. Ogre magi are a mix of ogre, half-ogre, half-orc, & troll stock.

For my D&D game, the existence of these races (as well as the existence of half-&-half kinds of creatures like gnolls, hippogriffs, owlbears, & the like, as well as some abominations) are a major historical note/plot point for the game. And I think, IMHO, it works well to explain a lot.
 

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