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My gnomes are more gnomish than your gnomes!
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<blockquote data-quote="Arkhandus" data-source="post: 1777232" data-attributes="member: 13966"><p>Still too weak. As it stands, your version of the gnome isn't really good at anything except being an Artificer, at which they are only slightly better than a human (due to their Guild Affiliation alone, which is to say, not much better), and is no better than a human when it comes to spellcasting or whatnot, while being horribly weak as any sort of warrior. Personally I say they deserve a +2 Intelligence increase <em>alongside</em> their +2 Constitution. Or give them an extra feat like Humans get, and something else too, like a +3 racial bonus on Reflex saves and/or Initiative checks, due to quick thinking and response, or +3 on Will saves or something. Boost Artful dodger to a +2 or +3 bonus, as +1 is nothing against the massive attack bonuses that Large and bigger creatures tend to have with their 20/30/40+ Strength and 2/4/10+ hit dice.</p><p> </p><p>Comparison: Human gets +1 feat, +1 skill point per level (quadruple at 1st-level), favored class: any, medium size, 30 foot base speed. Your gnome gets +2 Con / -2 Str (overall kinda weak, maybe 1 feat equivalent or so in weakness), favored class: artificer, +2 on a few skills (makes up for ability score weakness and lack of human bonus feat perhaps; these skills aren't going to be taken or used hardly at all except by wizards/bards/artificers), low-light vision (makes up for less flexible favored class perhaps), base speed 20 feet (1 or 2 feats worth of weakness), and small-size (which is itself practically a -1 ECL adjustment, according to Savage Species, and according to common sense; small size incurs many penalties despite the minor advantages of +4 Hide, +1 attack, and +1 AC, penalties which are more likely to get the character killed than the +4H+1ATK+1AC is likely to ever save them). Your gnome has nothing to compensate the lack of a human's extra skill points and general versatility, nor to offset the gnome's smaller size.</p><p> </p><p>Size small reduces their unarmed strike damage, reduces their carrying capacities, and incurs a -4 penalty in many situations (grappling, tripping, etc.) that an adventurer is likely to run into once in a while. In my playing and DMing experiences the size modifiers on grappling and such have often been significant, even though grappling and disarming doesn't happen much, it can kill or save a character when it does come up.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 1777232, member: 13966"] Still too weak. As it stands, your version of the gnome isn't really good at anything except being an Artificer, at which they are only slightly better than a human (due to their Guild Affiliation alone, which is to say, not much better), and is no better than a human when it comes to spellcasting or whatnot, while being horribly weak as any sort of warrior. Personally I say they deserve a +2 Intelligence increase [i]alongside[/i] their +2 Constitution. Or give them an extra feat like Humans get, and something else too, like a +3 racial bonus on Reflex saves and/or Initiative checks, due to quick thinking and response, or +3 on Will saves or something. Boost Artful dodger to a +2 or +3 bonus, as +1 is nothing against the massive attack bonuses that Large and bigger creatures tend to have with their 20/30/40+ Strength and 2/4/10+ hit dice. Comparison: Human gets +1 feat, +1 skill point per level (quadruple at 1st-level), favored class: any, medium size, 30 foot base speed. Your gnome gets +2 Con / -2 Str (overall kinda weak, maybe 1 feat equivalent or so in weakness), favored class: artificer, +2 on a few skills (makes up for ability score weakness and lack of human bonus feat perhaps; these skills aren't going to be taken or used hardly at all except by wizards/bards/artificers), low-light vision (makes up for less flexible favored class perhaps), base speed 20 feet (1 or 2 feats worth of weakness), and small-size (which is itself practically a -1 ECL adjustment, according to Savage Species, and according to common sense; small size incurs many penalties despite the minor advantages of +4 Hide, +1 attack, and +1 AC, penalties which are more likely to get the character killed than the +4H+1ATK+1AC is likely to ever save them). Your gnome has nothing to compensate the lack of a human's extra skill points and general versatility, nor to offset the gnome's smaller size. Size small reduces their unarmed strike damage, reduces their carrying capacities, and incurs a -4 penalty in many situations (grappling, tripping, etc.) that an adventurer is likely to run into once in a while. In my playing and DMing experiences the size modifiers on grappling and such have often been significant, even though grappling and disarming doesn't happen much, it can kill or save a character when it does come up. [/QUOTE]
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My gnomes are more gnomish than your gnomes!
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