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THREE elven races, plus half-elves ... but they say gnomes have no niche?!
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<blockquote data-quote="Crazy Jerome" data-source="post: 3950909" data-attributes="member: 54877"><p>I was reading every post, and the answer came to me about two posts before I got to this one, which I now highlight, because it didn't get the attention it deserved:</p><p></p><p> </p><p></p><p>Bingo! That's what I'm doing IMC. Of course, that hits all the right buttons for me, in ways that might not work for other people:</p><p></p><p>1. Gets rid of a name "eladrin" and puts a solid race that my players will actually want to play with the "gnome" name.</p><p></p><p>2. Casts gnomes as magical, and somewhat amoral, even sinister, but still with the occasional flippant bits. (And even the flippant bits are serious, because the character is amoral. It's like Robin Williams playing a villian--scary in a different way than normal. What was the film where he was the murderer in Alaska?)</p><p></p><p>3. Throws the whole "science/tech" angle on gnomes completely out the window, which is fine, because it leads to the "mad scientist" stuff, and takes the sinister out of the flippant.</p><p></p><p>4. Is plausible as a way to envision gnomes that fits some mythological roots (even if selectively ignoring others).</p><p></p><p>5. Gives elves a new lease on life by <em>removing</em> the "magical race" thing from them, making them more like the Mirkwood elves. (Supposedly this is already happening but if eladrin walk like high elves and quack like high elves ...) If I toss out half-elves, even better. Elves are distinctive again.</p><p></p><p>And all I have to do to make this work is make eladrin short, change their name, and maybe file a few serial numbers off. Done.</p><p></p><p>The prospect of doing that has made me like 4E a lot more than many things I have seen lately. A well designed racial package that I can rename is a lot more useful than some half-baked races that happen to come packaged with names I already prefer.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 3950909, member: 54877"] I was reading every post, and the answer came to me about two posts before I got to this one, which I now highlight, because it didn't get the attention it deserved: Bingo! That's what I'm doing IMC. Of course, that hits all the right buttons for me, in ways that might not work for other people: 1. Gets rid of a name "eladrin" and puts a solid race that my players will actually want to play with the "gnome" name. 2. Casts gnomes as magical, and somewhat amoral, even sinister, but still with the occasional flippant bits. (And even the flippant bits are serious, because the character is amoral. It's like Robin Williams playing a villian--scary in a different way than normal. What was the film where he was the murderer in Alaska?) 3. Throws the whole "science/tech" angle on gnomes completely out the window, which is fine, because it leads to the "mad scientist" stuff, and takes the sinister out of the flippant. 4. Is plausible as a way to envision gnomes that fits some mythological roots (even if selectively ignoring others). 5. Gives elves a new lease on life by [I]removing[/I] the "magical race" thing from them, making them more like the Mirkwood elves. (Supposedly this is already happening but if eladrin walk like high elves and quack like high elves ...) If I toss out half-elves, even better. Elves are distinctive again. And all I have to do to make this work is make eladrin short, change their name, and maybe file a few serial numbers off. Done. The prospect of doing that has made me like 4E a lot more than many things I have seen lately. A well designed racial package that I can rename is a lot more useful than some half-baked races that happen to come packaged with names I already prefer. [/QUOTE]
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THREE elven races, plus half-elves ... but they say gnomes have no niche?!
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