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How do you differentiate Gnomes from Dwarves and Halflings?
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<blockquote data-quote="Squire James" data-source="post: 108807" data-attributes="member: 548"><p>I'll toss out a few ideas... personally I favor option 3, so the others may show a bit of negative bias on my part.</p><p></p><p>1. Trickster gnomes. They live like eternal children, literally living for laughs. If life ceases to be funny, it is the gnome's responsibility to mend the matter. Whether it is little pranks, illusion spells, or non-stop jokes, the gnomes are the best. I'd consider shifting the Con bonus to Dex (though this encroaches on halfling territory... in most campaigns the halflings should probably be the tricksters).</p><p></p><p>2. Krynn tinker gnomes. Gnomes make many complicated designs that explode a lot. Of course, if they try to make a device that's SUPPOSED to explode a lot, it won't! Not recommended for serious campaign play - they're comic relief and little else. The Con bonus stays put... they need it!</p><p></p><p>3. Serious tinker gnomes. Think of them as "hobbit geeks". While they are mostly homebodies, they are normally right at the maximum limit of the campaign's tech level. If guns exist in your world, chances are most gnomes have them! Definitely shift that Con bonus to Int.</p><p></p><p>4. Elizabeth Moon "Deed of Paksenarrion" gnomes. Sober and serious to a fault. VERY lawful-minded, lawyers and merchants rather than inventors. They prefer not to fight at all, but are not averse to hiring others to fight... as long as it's legal. Not sure where the ability bonus belongs, so leaving it at Con for now.</p><p></p><p>5. "David the Gnome" gnomes. Diminutive dwarf-like druids. Yeah, about as big as a toad (though slightly prettier). Interesting, maybe, but probably not very applicable to D&D. Larger (ie: Small) versions of them might work out, though. Shift the Con bonus to Wis.</p></blockquote><p></p>
[QUOTE="Squire James, post: 108807, member: 548"] I'll toss out a few ideas... personally I favor option 3, so the others may show a bit of negative bias on my part. 1. Trickster gnomes. They live like eternal children, literally living for laughs. If life ceases to be funny, it is the gnome's responsibility to mend the matter. Whether it is little pranks, illusion spells, or non-stop jokes, the gnomes are the best. I'd consider shifting the Con bonus to Dex (though this encroaches on halfling territory... in most campaigns the halflings should probably be the tricksters). 2. Krynn tinker gnomes. Gnomes make many complicated designs that explode a lot. Of course, if they try to make a device that's SUPPOSED to explode a lot, it won't! Not recommended for serious campaign play - they're comic relief and little else. The Con bonus stays put... they need it! 3. Serious tinker gnomes. Think of them as "hobbit geeks". While they are mostly homebodies, they are normally right at the maximum limit of the campaign's tech level. If guns exist in your world, chances are most gnomes have them! Definitely shift that Con bonus to Int. 4. Elizabeth Moon "Deed of Paksenarrion" gnomes. Sober and serious to a fault. VERY lawful-minded, lawyers and merchants rather than inventors. They prefer not to fight at all, but are not averse to hiring others to fight... as long as it's legal. Not sure where the ability bonus belongs, so leaving it at Con for now. 5. "David the Gnome" gnomes. Diminutive dwarf-like druids. Yeah, about as big as a toad (though slightly prettier). Interesting, maybe, but probably not very applicable to D&D. Larger (ie: Small) versions of them might work out, though. Shift the Con bonus to Wis. [/QUOTE]
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