Seriously, Driddle is at least completely right about the half-elves. They have no niche, and there really is absolutely no need for them as a fully-developed race.
drothgery said:
It's probably worth noting that at least in my case, the one gnome PC I played was an Eberron gnome, and any gnomes I'd run again or gnome NPCs I'd run would be as well. And I expect when a full PC treatment of gnomes shows up, they're going to be a lot like Eberron gnomes. But Eberron gnomes have a lot of 'steampunk' in them as artificers and elemental binders, which the designers didn't want in core.
jaer said:
Science - again, Science as a power source is not core. WotC might do a book about it later (Eberron, after all hinges on a lot of science), but they didn't want this to be PH1 info. If they don't do it, surely a 3rd party pub will, and gnomes might take center stage in such a book.
I don't own any Eberron books, and I've never played anything set in Eberron (unless you count a few hours in the free demo of that crappy D&D MMORPG). But even I know that Eberron is neither science nor steampunk.
Still, while a focus on making magical items is definitely a really cool niche for the gnome, it's probably not really a focus that belongs in the PHB. Not unless they were going to make magic items a
larger, rather than smaller, part of the game. (I could dig that, though. Bring the Artificer class into the core, and introduce a stronger focus on minor, single-use magic items and such. Make the gnomes into the inherantly magical race, and skip the whole eladrin thing. I think that'd work.)
Maybe what gnomes really need is a focus on alchemy, which could be described as a little bit magic-lite and a little bit science-lite. It fits into more traditional campaign settings, and produces lots of low-powered, 1st-level-appropriate, single-use items. Also, 3e gnomes have a goddamned Craft (alchemy) bonus, so the connection is already there, though it's frequently forgotten.