Gnomes

How do you play gnomes in your game?

  • Gnomes are the wee folk of hills and woodlands.

    Votes: 93 25.2%
  • Gnomes are steampunk tinkers and artificers.

    Votes: 94 25.5%
  • Gnomes are something else altogether.

    Votes: 111 30.1%
  • Gnomes don't exist in my game world.

    Votes: 71 19.2%

With 3e I came to hate gnomes. So, in such settings, no gnomes!

However, the treatment they get in C&C makes me think I will let gnomes available as a PC race. I've in fact got plenty of ideas in this thread to make them tolerable. (Now I ned a like thread to make halflings tolerable too!) The only thing I will houserule, is that gnomes may not have Strength as a Prime abililty (and halflings too for that matter).
 

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The Shaman said:
[...]How do you play gnomes in your game?

Hi!

IMC (based loosely on the PC Game of old, "Majesty") gnomes are more like short workers who live in slums and do the least wanted jobs. The are curious little creatures that enjoy nothing more than to tinker with junk and dream the dream of "dish washer to millionaire". ;) Their physiognomy [no pun intented] is: short, stocky, with bulbous eyes and long arms that nearly dangle to the ground. At least, their favored class is rogue - not bard. They are friendly, cunning, stealthy, nosy, workoholic, and a little dense in the mind. Their game stats are unchanged.

No player of mine has ever wanted to play one - I really wonder why? :lol:

Kind regards
 

In my homebrew campaign world I re-created all the races to be more true to legends. Elves, for instance, are slightly burned by the touch of cold iron due to their part-fae heritage. Also, each race has its own area(s). That said,

Gnomes are diminuative humanoids (LA +2, Str -8, Dex +6, Wis +2) with some nature related abilities. They are only found in the more obscure forests of the northwestern continent and are well known for their wisdom, perception, and stealth. Most humans automatically assume that any gnome they see is already aware of their presense (although this is not always the case). Gnomes are a content race. I'll allow others to play it, but it would have to be a campaign beginning at least remotely near to one of the locations where they exist, and the player would have to have a good reason as to why the gnome is adventuring. The best example I remember off hand was a player playing a gnomish scout (homebrew version, not CV version) leading another character through the area.

Needless to say, for this poll I chose the first statement (hills & woodlands).
 


Does anyone like the 3.5 version of gnomes as 'whimsical minstrels'?

I don't think I've ever read a defense of the 3.5 version. (I hate that version, but am surprised that it seems to have absolutely no defenders.)
 

Kinda like hobbits. Most of them occupy nice little coastal villages and are close allies with the humans-couldn't care less for dwarves, however. Oh, and they have a rather ancient and proud order of knights who ride wolves.
 

mine are pretty traditional, living in forests and hills and generally being pretty secretive.

Even though I play D&D3.11 for workgroups Wizard(illusion) is a favoured class for them.
 

My gnomes occupies the "wise, magical race" niche IMC. It is a niche often given to elves, but I don't think it fits D&D elves. I can't picture a chaotic race of eternal adolescents as wise. Magical maybe, why not, but then fickle and unpredictable and idle and easily distracted. Oooh, shiny! Wants it!

So, the wisdom niche is given to gnomes. You want to find an old loremaster who knows all the secrets of Earth and the Stars? Chances are, he'll be a gnome. The best loremasters are gnomes.

Gnomes are wise and benevolent. Not many are adventurers, and when they are, they try to look as irrelevant as they can, for they know their strength lies in their head, not in their arms or legs. This is a kind of humility -- even if some of them hide this humility behind buffoonish pride and ridiculous claims of grandeur.

Gnomes as bards? It could be OK if you ditched bardic music, modified the class skill list, and gave them an Int-based, prepared spellcasting from the sorcerer/wizard spell list. And ditched the alignment restriction, or at least replaced "non-lawful" by "non-evil".

No, but my gnomes are wizards. And/or druids.

I've house-ruled back in the gnome cantrips from 3.0. They cast low-level arcane spells, which are subject to arcane spell failure, and which requires to have at least Int 10. Not Cha-based spell-like abilities. As a result, this mean that each and every gnome (with at least 10 Int), regardless of his profession, can create alchemical items. This is one of the consequences I was looking for. All gnomes are alchemists.

As you probably know, alchemy is also a transcendental philosophy. The philosopher's stone, which turns metals to gold and grants eternal life, is a magical wonder, but also a metaphor for enlightenment. My gnomes have a strong affinity for alchemy, both the practical aspect, and the philosophical aspect. Again, gnomes are the wise folk of the campaign.

This lead to one of the most surprising aspects of my gnome. Guess which is the typical "elite combat class" for gnomes? Not fighter, not ranger or paladin, absolutely not barbarian... But monk. Gnomes are famous for their zen monasteries. As a whole, the gnome race is somewhat monastic, living a secluded, peaceful existence dedicated to the acquisition of wisdom, knowledge, and enlightenment.

In fact, IMC, "gnosis" is a word derived from "gnome".

If you want a tinker race, you'd have to go look to dwarves, who are famous for their engineers. Of course, the dour and grim dwarves are more noted for making large mills and similar utilitarian mechanisms than for silly explosion-prone contraptions. There are no silly explosion-prone contraption makers IMC.
 

I really dont like how gnomes are shown in settings like Dragonlance. But I am much more comfortable with gnomes in settings like Greyhawk. In Dragonlance they were those crazy little folks tinkering the heck out of everything they got their hands on. Inventing a ladder that could reach the moon and all that crap. Truly bad stuff IMO.

My view of gnomes is that of the power and money hungry information gatherer that uses magic to their best benefit. The alignment I would give them would range from lawfull-evil to lawfull-neutral. The chaotic-good to chaotic evil would be a very rare exception and those gnomes would not be part of the main community. The gnome society would largely stick to themselves and only deal with outsider if it would benefit them in any way. If you dont bring them something worthy, be it information or ways to gather knowledge and power they wont deal with you at all. Think of the gomes as a big, badass coroporation that is purely centered around gnomes and to find new ways to strenghten or even enhance their position in the world.

Think of them as Swiss with an evil, expansionist twist :o
 


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