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Switch to Forum Live View What about Gnomes and Bards?
4 months ago  ::  Jan 17, 2013 - 7:00PM #21
xladyfayre
Date Joined: Dec 21, 2012
Posts: 709
I hope in the next playtest packet they put out some gnomes! :D 
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4 months ago  ::  Jan 19, 2013 - 8:34AM #22
SonicTheHedgedawg
Date Joined: Feb 2, 2012
Posts: 14

Jan 17, 2013 -- 6:43PM, Saerain wrote:

I'm with you, SonicTheHedgedawg. The 4E gnomes stole my heart. Though, I'd like to see that approach squared with the 3.5 subraces. The eladrin continued to account for high/grey/sun/moon elves, but the gnome subraces seemed to pretty much disappear. The idea of rock gnomes done in that style lathers me up.




A really easy way to deal with that is, if keeping gnomes fey in origin, to merely tie them closely to the earth, as the fey are want to do, and then merely make the gnomes as we saw them in 4e be the "normal" or "wooded lands" version of a gnome with allowances for gnomes from rocky or coastal lands, for example.

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4 months ago  ::  Jan 22, 2013 - 9:50AM #23
Caralon
Date Joined: May 2, 2011
Posts: 60
We have been doing Blingdenstone, and one of my players really loves gnomes so we ginned up a Gnome race for him.  Who cares about balance, it's a playtest.  I suspect Ritter will hate it, but here's what we came up with:

Gnome
Size: Small
Vision: Low Light
Speed: 25 feet
Languages: Common & Elven

Racial Features:
Trickster' Cunning - You gain a +5 bonus to defeat illusions
Gnomish Weapon Trainng - When wielding a pick, dart, or whip, increase the damage dice by one.
Fey Gadgeteer - Advantage on checks to create or diable gadgets and traps.  Advantage on sneak checks to hide from larger creatures.

Subraces:
Rock Gnomes
+1 Intelligence
Master Trickster - you know the cantrip Minor Illusion and may cast it for free twice per day.

Deep Gnome
+1 Dexterity
Keen Sense - Gain Darkvision.  You have training in Dungeoneering, and your party may not be surprised while you are underground.
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4 months ago  ::  Jan 23, 2013 - 5:49AM #24
Marandahir
Date Joined: Nov 9, 2008
Posts: 4,230
Caralon, I would say that's starting to be good, but I would make Rock Gnomes a bit different and add a third subrace, Wood Gnome, that's more like your Rock Gnome, only +1 Charisma.  Rock Gnome can be +1 Intelligence, and perhaps have something to do with lorecraft (like the Gnomes of Eberron which tend to be very learned).  Or wrap Gadgeteer into Rock Gnome – the Tinker Gnome isn't something all Gnome players want; give Master Trickster to Wood Gnome, and then and give all gnomes something else, like Lorecraft. 
A great man once said "If WotC put out boxes full of free money there'd still be people complaining about how it's folded." – Boraxe

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4 months ago  ::  Jan 23, 2013 - 6:58AM #25
Caralon
Date Joined: May 2, 2011
Posts: 60
All good points, Marandahir.  I really struggled with it because 4th was my first edition and nobody played a gnome - so the 4th rules were my starting point and then I started looking further back.
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4 months ago  ::  Jan 23, 2013 - 7:57AM #26
GageEndal
Date Joined: May 2, 2012
Posts: 74
I have much the same problem Caralon. I tried to get into AD&D when I was a kid but my friends weren't up for it and then I tried 3.0 when it came out but had the same problem. I finally was able to get into it up at the Grand Canyon because it turns out there is NOTHING to do up here after you've hiked the Canyon.

My trick for trying to adjust stuff to make it a bit more versatile is to check out the PDFs that are online from previous editions or from Wiki articles. Then I try to throw in my own perspective of how it would make sense for a class to work (though I do tend to miss a bit).

Keep it up!

Also, I am loving your Gnome so far. You should do a full write-up and get it online so people can play your Gnomes more fully, I know a few people are already using my Bard in their next playtest. You can put in some racial notes, Cultural Details (Align, religeon, languages, common names, etc) and then iron out all of your types of Adventuring Gnomes (mostly what you have above).

Stuff like that is what these playtests are all about! 
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4 months ago  ::  Jan 23, 2013 - 10:32AM #27
Caralon
Date Joined: May 2, 2011
Posts: 60
Do you guys think the Minor Illusion cantrip is too powerful?

How about this for a Wood Gnome:

Wood Gnome

+1 Charisma
Forest Spirit: When moving in outdoor areas, wood gnomes may pass through earth and dirt structures.  Wood gnomes may move through the ground, but must count the distance for moving down into and up out of the ground.
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