WayneLigon
Adventurer
I've never really liked gnomes. I never saw the reason for something that was always portrayed as a half-dwarf, half-halfling. We had dwarves and we had halflings and there really wasn't a reason for one that combined both. The 'Tinker Gnome' thing that got started with Dragonlance and then spilled over into Gnome in general further irked me.
Then I started working on the Greatwood campaign (not all links are working, yet), and found myself short on a crafter race. I thought about halflings, making them like gypsy tinkers who travel in wagons, but I already had a niche for the halflings. Not too many dwarves around, and I wanted dwarves to be both somewhat inaccessable (since they are wardens of lore that will be needed much later in the campaign) and also allied to the 'bad guys' of the setting, the Charzan Imperium.
Then I remembered the humble gnome...
Forest- and earth-dwelling, rather than stone-dwelling. Check. Good with crafts. Check. Some minor magical abilities, needed to deal with the fae races on a regular basis, and so also a source of magical lore. Check.
Damn.
So I made them a more general crafter race by giving them +2 to all Craft checks rather than just Craft(Alchemy). I may give them a +4 to Craft(Alchemy) if I decide to have some slight comedic slant to them (exploding alchemical labs is always a good thing) or if I want them to be known as master potion brewers.
And I so enjoyed disliking them...
Then I started working on the Greatwood campaign (not all links are working, yet), and found myself short on a crafter race. I thought about halflings, making them like gypsy tinkers who travel in wagons, but I already had a niche for the halflings. Not too many dwarves around, and I wanted dwarves to be both somewhat inaccessable (since they are wardens of lore that will be needed much later in the campaign) and also allied to the 'bad guys' of the setting, the Charzan Imperium.
Then I remembered the humble gnome...
Forest- and earth-dwelling, rather than stone-dwelling. Check. Good with crafts. Check. Some minor magical abilities, needed to deal with the fae races on a regular basis, and so also a source of magical lore. Check.
Damn.
So I made them a more general crafter race by giving them +2 to all Craft checks rather than just Craft(Alchemy). I may give them a +4 to Craft(Alchemy) if I decide to have some slight comedic slant to them (exploding alchemical labs is always a good thing) or if I want them to be known as master potion brewers.
And I so enjoyed disliking them...