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Oh Yeah.. Gnomes...
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<blockquote data-quote="Nyaricus" data-source="post: 3000184" data-attributes="member: 35678"><p>Well, I understand that; even 'race' is a bad descriptor, since elves and humans and dwarves and hobbits could all get together and in a couple generations have a half-dwelf/half-hobbman. Species, I beleive is the correct term. But this is besides the point.</p><p></p><p>Have you seen <strong>Primitive Screwhead's</strong> <a href="http://www.enworld.org/showthread.php?t=164753" target="_blank">Races and Culture</a> thread? It's a great little idea he has going, with each race having a set of racial abilities, and everything else is cultural; ie dwarves all have darkvision, but not all have +1 to hit vs orcs and goblins, etc. <u>THIS</u>is the way it should be done in 4th edition, wth each race having a set of racial abilities, and cultural ones. Heck, it even makes balancing a bit easier, since you are dividing their "racial abilities" up into two bite-sized portions. I know for my campaign setting, I will be using this as a model, alog with a few other modifications for what I will be doing. For ex, I have 3 groups of dwarves, all the same race, with different bonus profs and bonuses to damage versus certain enemies. I didn't want to regurgitate this info 3 times, and now I don't have to - it's much more cohereant now. In my house rulesbook, you choose a race and then you choose a culture for that race, which gives you a specifc background and list of bonus abilities you'd get along with your standard racial list. It's simple, linear and works.</p><p></p><p>As for gnomes, they are an interesting bunch. How many differnet types/cultures are there?</p><p></p><ul> <li data-xf-list-type="ul"> Tinker Gnomes</li> <li data-xf-list-type="ul"> Forest Gnomes</li> <li data-xf-list-type="ul"> Fey Gnomes</li> <li data-xf-list-type="ul"> Deep Gnomes</li> <li data-xf-list-type="ul"> Illusionist Gnomes</li> </ul><p></p><p>That's quite varied, actualy. Any more though?</p></blockquote><p></p>
[QUOTE="Nyaricus, post: 3000184, member: 35678"] Well, I understand that; even 'race' is a bad descriptor, since elves and humans and dwarves and hobbits could all get together and in a couple generations have a half-dwelf/half-hobbman. Species, I beleive is the correct term. But this is besides the point. Have you seen [b]Primitive Screwhead's[/b] [url=http://www.enworld.org/showthread.php?t=164753]Races and Culture[/url] thread? It's a great little idea he has going, with each race having a set of racial abilities, and everything else is cultural; ie dwarves all have darkvision, but not all have +1 to hit vs orcs and goblins, etc. [u]THIS[/u]is the way it should be done in 4th edition, wth each race having a set of racial abilities, and cultural ones. Heck, it even makes balancing a bit easier, since you are dividing their "racial abilities" up into two bite-sized portions. I know for my campaign setting, I will be using this as a model, alog with a few other modifications for what I will be doing. For ex, I have 3 groups of dwarves, all the same race, with different bonus profs and bonuses to damage versus certain enemies. I didn't want to regurgitate this info 3 times, and now I don't have to - it's much more cohereant now. In my house rulesbook, you choose a race and then you choose a culture for that race, which gives you a specifc background and list of bonus abilities you'd get along with your standard racial list. It's simple, linear and works. As for gnomes, they are an interesting bunch. How many differnet types/cultures are there? [list] [*] Tinker Gnomes [*] Forest Gnomes [*] Fey Gnomes [*] Deep Gnomes [*] Illusionist Gnomes [/list] That's quite varied, actualy. Any more though? [/QUOTE]
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