Do We Need Gnomes, Halflings AND Dwarves?

Of the 3 i got rid of halflings in my world. Gnomes became a bit of a mystery race, they're new to the setting having only recently established a settlement after many years of coastal raiding. They're the only race to have boats and the only race to have firearms, I changed a few other things as well. Dwarves are the age old allies of the human empire but are rarely seen above ground and are a dying race after centuries of war against the orcs (the antagonist race) for this reason their shamen and artificers have created what are effectively Warforged so that honoured Dwarves can stay in the fight after death.

Of the other races elves and halfelves don't exist, halforcs exist but the empire tries to have them killed at birth. Humans are the main race but are divided into 4 houses plus the empirial family with political tension between them being a bigger threat to the empire than the orcs

Fingers
 

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Do we need them? No. Do I want them? Yes.

For the intial design of my race-heavy campaign, I had no gnomes. Then, when I start allocated races to the elemental ties I wanted, Gnomes came back. Dark Gnomes. Illusionist/Assassins. Legendary. Feared. Rare. Drow-hunters, though the drow have better PR.

...And with big noses that can scent magic.

All my races are constructs of the gods. In the cataclysm that ended the godwar, reality was twisted, and the servitor races were left on their own.

Humans and Half-Orcs (called Orcs) are Water-based. Adaptable, changing, and able to breed with anything. There are no half-races -- just humans or orcs with odd features or abilities.

Elves and Gnomes are Spirit-based. Mystical, with strong ties to the spirit world. For elves, a strong disinterest in the material world (Explaining the low birthrate and lack of world dominance). For gnomes, a gift for illusions and a sensitivity to magic.

Saurians (Lizardmen) and Goblins are Fire-based. Changeable, with a racial identity stronger than their variations in form. Emotional, with a love of the dramatic.

Dwarves and Giants are Earth-based. Solid, durable. Resistant to change. Stubborn. Dwarves carve out mountaintops to serve as fortress-cities, and build for the joy of it. Giants live close to the earth in a much more primitive fashion.

Drow and Trolls are Dark-based. Deceptive. Hard to see. Vulnerable to being exposed to light. Drow mask themselves in the forms of others. Trolls mask themselves in earth and rock.

Halflings and Canids are Air-based. Pack creatures, moving swiftly in ever-changing configurations. Perceptive. Prone to 'swarm' attacks. Tend towards chaotic social organizations. Really relying a lot on 3e halflings, and dropping the old hobbit ties.
 

In my last campaign, I had a reduced set of available races, with the majority of the intelligent people being Human. The ancient, all-but-nearly-forgotten, past once was very Forgotten-Realms-like in it's racial variety. However, there had been a terrible war that involved ALL races on one side or the other. Kind of like a super-sized LOTR style conflict that raged for a hundred years or more. The ancient races of elves, pixies, fairies, dwarves, gnomes, etc. were no more and commonly believed to have been pure fiction. This belief was greatly aided by the average human commoners' knowledge of those elder races having become corrupted and simplified over time...

Pixies, fairies, brownies, and elves had all become combined in the cultural memory as a single fey creature called Elves proper with some of them being given other names for supposedly the same creature. They were believed to be pointy-eared humanoids about 8 to 12 inches tall, very slight of build with colourful butterfly wings. Big fairies basically. They were magical and could easily cast all sorts of magic, mostly of an illusionary or glamour like nature. The "reality" of it was that the historical separate fey races had been as described in the PHB/MM. Those that weren't wiped out in the conflict, had all simply died off over time. Long life spans and slow breeding cycles don't exactly help one out in a violent world. The Elves survived, just barely, and decided to take off for parts unknown and avoid all the other races.

Dwarves, Gnomes and Halflings were similarly combined into a fictional creature that was physically the equivalent of a 1-2 foot tall garden gnome and were believed to live in the forest or under the ground doing secretive things both dark and slightly magical in an "imbuing magic into items" kind of way. What had actually happened in this case was that the gnomes were literally exterminated in the ancient war, the halflings were magically corrupted into sub-sentient clawed monsters (think baboons with 8 inch curved claws on their fingers), and the Dwarves were driven FAR underground in a losing battle against an army of super-regenerating undead. The Dwarves eventually destroyed the undead, but also depleted their population below a sustainable level in the process. Most Dwarves stoicly accepted this and became extinct. A small few decided to embrace a dark magic that forcibly blended their bloodlines with humans in a limited way. This Dwarven offshoot are currently living amongst humans as 5 foot tall, stocky and muscular "humans". They can interbreed, but the result is always one of these "blended Dwarfs". Their con and str is Dwarven, however they only live to about 175-200 max. (this is something that they do their best to conceal from the (fellow humans") In return for what they've lost, they also can breed at a human rate. They have no other Dwarven or Human racial traits.

The other surviving sentient races were small packs of Goblins in the mountains (they now only bred like humans instead of the traditional accelerated "rabbit-like" breeding commonly used, although they don't live any longer than before.) Orcs existed, but only in a single region. They weren't as strong as they once were, but they also weren't as dumb either. They were slowly interbreeding themselves out of existance by combining with humans again and again over the generations. There were several races of lizardmen, but they were only really comfortable in wet humid swampy regions and thus kept pretty much to themselves in an empire that was considered pretty creepy due to the super polite and oily mannered diplomats occasionally sent to Human territories. They would never reveal all they knew and usually nothing about their facist and zenophobic motherland.

Ther rest of the world was Human. I made several human cultures. A "City-state European" one, a "musical Chinese" one, and a vaguely "middle-eastern/near orient" culture. Each culture had their own advantages and disadvantages.

All my players had Human characters from one culture or the other and they all had a blast. No one felt that the campaign was "lacking" due to the absence of the other races. Why not? Not because a campaign "doesn't need" the other races. The reason it was a success was because it was a good campaign. High quality is high quality no matter what specific pieces it's built from. It's all a matter of personal taste and style being in tune to the quality of the individual game sessions and also matching the overal campaign theme and style.

I've run campaigns in settings with lots of different PC races, both traditional and non-traditional. They were greatly enjoyed as well. I've also run games that were really bad too, and when they stank it wasn't due to the presence or absence of any specific races. Just as high quality doesn't require a magic list of specific ingredients to be good, no amount of additional ingredients will fix something that is crap. Garbage is garbage no matter what it's made from. :-)
 

I always thought halfling were underplayed. Near as I can see, they're the only PC race whose average members can lift and carry just shy of twice their weight. Might be a design flaw, but it helps me explain why halflings survived as long as they have.

IMO, halflings tend to fit the bill of 'treehugger' much better than elves. Elves, while nature lovers, tend to remain in areas where they are close to their fey origins. Gnomes...no one has played one yet (in a medival setting anyway) so I can't say. They could be they magical equivalent of halflings. Dwarves make incredible merchants and traders. "The best bizarres? See that snow capped mountain over there? Walk in that direction. When you get to the base of the mounain, you're there!"
 
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Buttercup said:
This has always bugged me too. In answer to the question posed in the title of this thread: "Do we need Gnomes, Halflings and Dwarves?" I'd add, "For that matter, do we need elves?" And my answer would be a resounding NO!

But back to the issue of playable races, my previous campaign offered only humans, dwarves and halflings. Elves, orcs and goblins were antagonist races, with the elves as blood drinking puppet masters. (Can you tell I despise elves? Irritating bunch of tree-hugging pansies, that's what I say.)

Buttercup, have I ever told you just how cool you are? :cool:
 

It seems to me that the halfling race is much like the ranger class. Initially it was put in the rules to specifically reference Tolkien. Then people became so invested in it that it couldn't be removed from the core rules despite it not referencing anything terribly useful or having any obvious niche that could not be filled by other classes/races.

Just as the ranger has gradually evolved into the two-fisted wildernazi, the halfling has become something quite unlike the original Tolkienesque thing it was supposed to be in the process of finding it a niche. But it sticks around because people like the name.
 

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