Do We Need Gnomes, Halflings AND Dwarves?

ptolemy18 said:
Hello everybody,

I assume that most people's D&D campaign worlds use all the core player races (gnomes, elves, half-orcs, halflings, dwarves, etc.). And frankly, it's such a D&D tradition that I wouldn't expect otherwise.

But... just in your personal homebrews... does anyone else think that's gnomes, halflings and dwarves are an awful lot of races of what are all basically "little people"? I guess it goes back to Tolkein, who created hobbits as his own distinctly British-middle-class race distinct from dwarves, which seem mostly influenced by the Norse idea of burrowing, metalworking dwarves. D&D took these two races pretty much unchanged, then added gnomes, which have a little bit more "feyness" about them. (In the "magical faerie creatures of the woods" sense, that is. ;) )

In Ankh-Morpork, calling a dwarf a "little person" is a good way of getting yourself killed.

I don't see dwarves as "little people" and have no problems with them, either.

Obviously dwarves, halflings and gnomes all have their own distinct traits in D&D.

Name one for gnomes.

However, in my own campaign, I've radically scaled back the wee folk and reduced them to ONE little-people player-character race: just gnomes.

Gah! The worst one of the lot!

Well, it's your setting, but I have to say I'm surprised you replaced dwarves with wimps... err... gnomes.
 

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Do we really need Hobgoblins, Humans AND Orcs? Frost, Fire AND Hill Giants? Sprites, Pixies AND Fairies?

It is color, it is range. We don't need any of this. A buddy of Tarchon and I wishes to run a campaign that is based all on different types of humans, with racial modifiers differentiated within the specie.

Need? No.

Do they add soemthign to the game? I think so. :)
 

Sorry for hijacking this thread.

[Hijack](Psi)SeveredHead, I think you can go back to your true virtual self now, as unfortunately the 22nd century game is dead for good.[/Hijack]

So back to the topic. I too think there could be much lesser races, but as PCs loves different racial traits to choose from, have humans with alternate racial traits. It's what I have done for my upcoming d20 Call of Cthulhu campaign: only humans, but some humans are less humans than what they appear to be...


BTW: I agree with the opinion that gnomes look like whimps...
 
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In previous campaigns, although I have used Dwarves and Elves, I've ALWAYS dumped halflings and gnomes -the former I've always regarded as having no place outside of Middle Earth, and the latter I always though of as 1' high garden ornaments!

In addition, I always dump orcs - again too Tolkien - and just use goblins, ogres and trolls in their place. The only demi-humans and humanoids I thus use are those whose names are part of common English fairy-tale traditions.

However, in my new campaign world, I've combined Halflings and Gnomes into one race.

They're called Gnomes, and look like the the D&D3E renditions of the race (but are hardly ever bearded). They travel the setting in groups of brightly-painted gypsy-style wagons, and have Wise Women as their leaders. They have a very "druidic" feel, and are close to nature and animals. But - like the real world gypsies - they have been persecuted in the past, in particular by dogmatic human religions frowning on their "heathen" beliefs. In addition, their size and dexterity make them good thieves, and now - again like the real world gypsies - they are often thought of as a race composed solely of scoundrels. I thought this was all original and great, until I learned that the Morningstar's halflings are almost exactly like this.

I want to start the campaign with the characters helping a group of gnomes out of some trouble in a human village, and then have them tag along with the gnomes afterwards... the various areas that the gnome wagons travel through will steer the adventures in the campaign... . A nice way to keep the PCs on the move, and the gnomes will always be getting into some kind of trouble... I want the 30+ gnome group to feel like the character's extended family, and will basically be their mobile home-base.

One idea I'm still working on is that there is a purpose to the seemingly random routes all these gnome gypsies take, and that actually they are gathering something/s (?) needed for the day when they will all meet up for some important druidic rite... maybe something to do with the campaigns BBG... we'll see.
 

I got rid of gnomes and halflings in my campaign setting, mostly because I didn't feel that I had to include them. I was working from the concept of what was essential to the fantasy genre: humans (obviously), elves, and dwarves were definitely in, for their various places in both real-world mythology and their prominence in popular fantasy.

Because halflings are basically figments of Tolkien, and I didn't feel gnomes really added a lot to the game, I got rid of both of them. I am tempted to add a rare group called Wee Folk, and I guess they would take some of the attributes of both, but would likely be shorter versions of elves with perhaps a bit more fey in them.

We allow a lot of latitude in player character races, so the 'basic player character races' concept is really a misnomer in the campaign. Now, most of the player characters in our game do belong to one of the PHB races, but we don't necessarily restrict characters to those races.
 

I've never had gnomes in any of my campaigns. The main reason - if I may go diaglo for a moment - is that they weren't in the original rules (at least I don't remember seeing them until the 1e PHB).

Cheers
 

Though I have kept each race seperate from a stat pov I have brought them closer together from a plot pov...

The original race that gave rise to Dwarves, Halflings, and Gnomes is extinct (though Dwarves are very close to the original race). Gnomes are the decendents of a group of pre-Dwarves driven into exile for practicing sorcery. When that kingdom fell the survivors relocated to another continent and slowly became Dwarves. After the new kingdom was smashed by a half-fiend great wyrm red dragon and his armies some of the survivors relocated to another mountain chain, still others were forces to take up a wandering lifestyle that they have maintained to this day (becoming Halflings).
 

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