Faolyn
(she/her)
And you thought drop bears were scary...If I remember properly, dire elephants had a high enough climb modifier to reliably hang upside down from horizontal surfaces.
And you thought drop bears were scary...If I remember properly, dire elephants had a high enough climb modifier to reliably hang upside down from horizontal surfaces.
Or it happened anyway, no matter player intentions, because a lot of the feats were just badly done.Sure, some. They could certainly be abused, but if you played with players who abided by the social contract, that didn't happen. Power levels could also dip, but the DM could easily adjust the encounter difficulty if something rare and extreme happened.
No. The abusive combinations didn't happen by accident.Or it happened anyway, no matter player intentions, because a lot of the feats were just badly done.
So you've got some errors here.But anyway, if rule relies on everyone being on their best behavior and doesn't take powergamers, newbies who don't know the rules, and people who don't bother to do the math into consideration, then it's a rule that needs a lot of revamping.
Technically, sure, but it’s hardly a D&D invention to associate gnomes with very small forest spirits. David the Gnome didn’t come from nothing, nor from D&D .That's where they have gone with it, but that's mire of a D&D-ism than folkloric. Smart move, though.
As @Faolyn noted, Gnomes have a pretty major role in Spelljammer, having the steampunk/clockwork ships powered by Giant Space Hamsters.This isn't true.
In the Mystara setting, the gnomes built the flying city of Serraine, the aircraft used to defend it, and if I remember correctly make up at least the bulk of their pilots (and possibly all of them).
In the Hollow World, a sub-setting of Mystara, two different groups of gnomes were able to build flying islands that crashed into each other to form a single flying island, Oostdok, with each group blaming the other for the disaster. The gnomes of Oostdok also have a fleet of dirigibles.
In the Forgotten Realms, in addition to the normal groups of gnomes that are scattered across the world, there is a large concentration of them on the island nation of Lantan. Although Lantan has never gotten its own supplement, it's not infrequently mentioned as the source of wondrous inventions in other Forgotten Realms materials. (For example, the submarine in Waterdeep: Dragon Heist was crafted in Lantana and it has a crew of Lantanese gnomes.)
I'm not extremely familiar with Spelljammer, but I do have the initial boxed set. I remember that gnomes were one of the relatively few races to have at least one unique craft of their own, and I'd be surprised if they weren't well represented within the setting.
Gnomes are relegated to the background in Greyhawk, but that's more or less true of all the demi-human races in that setting, since Gary Gygax made no secret over the years of wanting human beings to be central in the setting. Even so, svirfneblin feature significantly in the D portion of the epic GDQ series as potential allies.
None of these represent essential components of their settings, but they're not exactly insignificant either.
but how do we make them more than bit parts and what is the essence of gnomeiness?As @Faolyn noted, Gnomes have a pretty major role in Spelljammer, having the steampunk/clockwork ships powered by Giant Space Hamsters.
On Exandria, there's a town mostly populated by Rock Gnomes (they're 76% of the population) named Hupperdook, which is one of the most industrial cities on Wildemount. They mine metals and gems, tinker to make clockwork inventions, and even have developed Fireworks that they set off during celebrations/parties. One of the four starting adventures in Explorer's Guide to Wildemount takes place there, which has suicide-bombing kobolds, clockwork robots and grenades, and an old man in a mech suit.
So, yeah, they have pretty big niches in quite a few of settings (Eberron, Exandria, Spelljammer, Lantan, and Mystara). Their role is usually not as big as Elves or Dwarves (which is true for most races), but quite often bigger than Halflings and some other races that have been around for just as long.
Quite reasonable. I've waffled back and forth on whether I want aasimar, tieflings, genasi, and kalashtar to be humans of the Dual-Bloodline lineage (that is, part-human, part-planar), or a distinct ancestry group all their own which I call planeborn or "pithfolk" (as they are, in part, made of the "pith," the material or "stuff," of a different plane.) At present I lean more toward making them distinct, but I've changed my mind at least four times on that score.I have moved towards making humans the most well known for Aasimar, tieflings and Genasi. Basically, humans are mutable, and very easily are born affected by outer planar magic. Since I've removed about a metric ton of elves, and left them at three, this works for my games.
but how do we make them more than bit parts and what is the essence of gnomeiness?