Basic Gnomes

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Basic Gnomes

Postby Wizardawn » Thu Jul 25, 2013 11:05 am

I assembled a basic gnome for LL today...by using the LL and AEC to make sure I keep it in line with the Gnome Illusionist/Thief (that is the route "I" decided to take). I wrote "assembled" because it wasn't my brain child...but just an organization of all the data presented in the LL and AEC. I also wanted to be sure that a basic gnome can adventure along with a gnome illusionist/thief without one being more/less different than the other.

BASIC GNOME
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Re: Basic Gnomes

Postby Goblinoid Games » Thu Jul 25, 2013 6:24 pm

Nice! I like that interpretation of the basic gnome.
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Re: Basic Gnomes

Postby Dyson Logos » Fri Jul 26, 2013 12:27 pm

Nicely done, and nicely laid out too!
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Re: Basic Gnomes

Postby vagvaf » Fri Jul 26, 2013 6:31 pm

Interesting interpretation! i've been thinking how to incorporate gnomes to basic edition as well. As far as i am concerned i want to give more emphasis to the illusionist part rather than the thief. Although i haven't worked out the details as much as you (not even close enough!) i would do something like this:

1. the gnome has the xp requirements as the magic user (or a bit higher like 5%?),
2. has the ability requirements and the spell list of the illusionist
3. raises the thieving abilities like the thief but up to 3rd or 4th lvl and then stops.
4. can use the same weapons with the illusionist (and not as the thief)
5. can reach up to 13th lvl
6. retain the illusionist's saving throws, half (?) the saving throw bonuses of the dwarf, the infravision, and the secret door/unusual construct detrection
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Re: Basic Gnomes

Postby Black Wyvern » Sat Jul 27, 2013 3:21 pm

Hey Wizardawn,

That is a great writeup. Though I think it is influenced by the same AD&Dism that most gnome race-classes seem to run into. It is my understanding is that the "Basic" race-as-class classes are suppose to be arch-typical of the species. If you assume that the Monster entry in the Core rules is the arch-typical representative of that species then I don't think an illusionist thief is the arch-type of the race. unlike the elf where every member of the species is a combat arcanist, illusionist abilities are not mentioned in the monster entry. This would lead me to think that illusionist ability is more rare among them.

That said I am found of more specialist race-as-class classes. I personally use an elf advernturer, that is a combined f/m/t and a dwarven gothi that is a f/c. This fine writeup certainly deserves a place among them in my lineup, perhaps as the gnomish trickster. Thanks for all the hard work.
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Re: Basic Gnomes

Postby Wizardawn » Sat Jul 27, 2013 3:41 pm

Black Wyvern wrote:Though I think it is influenced by the same AD&Dism that most gnome race-classes seem to run into.

Yeah...that is one of the reasons I did that.

Black Wyvern wrote:It is my understanding is that the "Basic" race-as-class classes are suppose to be arch-typical of the species. If you assume that the Monster entry in the Core rules is the arch-typical representative of that species then I don't think an illusionist thief is the arch-type of the race.

Actually the LL book lists gnomes as jewelers living underground and mining...not a very fun adventuring class.

Black Wyvern wrote:unlike the elf where every member of the species is a combat arcanist, illusionist abilities are not mentioned in the monster entry. This would lead me to think that illusionist ability is more rare among them.

True, but my goal was to create a race as class that has something unique from the others in the rules. You basically have a f/mu with the elf, so I thought about what I could make a gnome be. So I decided on illusionist-thief (or t/mu for the optional rule) to bring something different to a group. The LL book says they are 1st level jeweler/miners...boy...sign me up to play one of those, and why do a dwarven carbon copy?

Also, this gnome class is coming from one who strongly likes the fact that LL can be played with AEC material. The fact that a dwarven cleric can adventure with the basic dwarf is a real cool thing and it can potentially bring two gaming minds together at a gaming table (race-as-class and race & class) without any rule issues. This gnome is done in the spirit of that methodology, without infringing on the gnome illusionist/thief from the AEC. One is not more/less powerful than the other. The basic gnome just gives you the one class name and a combined experience table so you are not messing with the multi-class rules of an Advanced game.
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Re: Basic Gnomes

Postby Black Wyvern » Sun Jul 28, 2013 7:42 am

Like I said before I do like the class, just not as the arch-typical gnome, but as a gnome trickster, or something along those lines it is darn solid. I understand why you did it, I just don't agree that the gnome has no merit without tacking on other class abilities.

The monster entry says they have 90' infravision, an affinity for contraptions and favor the crossbow and war hammer for weapons. That gives a lot to work with to create a race that stands on its own and still falls within the arch-type ideal of race as class without being a dwarf clone or requiring additional abilities that are only considered gnome abilities by AD&D players.

That said I still think the class has merit and would certainly fit in nicely with an only "core rules" game, especially one that allows lots of variant classes.
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Re: Basic Gnomes

Postby Wizardawn » Sun Jul 28, 2013 11:16 am

Black Wyvern wrote:Like I said before I do like the class, just not as the arch-typical gnome, but as a gnome trickster, or something along those lines it is darn solid. I understand why you did it, I just don't agree that the gnome has no merit without tacking on other class abilities.

The monster entry says they have 90' infravision, an affinity for contraptions and favor the crossbow and war hammer for weapons. That gives a lot to work with to create a race that stands on its own and still falls within the arch-type ideal of race as class without being a dwarf clone or requiring additional abilities that are only considered gnome abilities by AD&D players.

Fair enough. One of the reasons I assembled it is there were a few people asking about doing a gnome as class for a basic game on the various forums. My Google searches came up empty as I could not find something that someone would have done at least over the 3+ decades. You think someone would have come up with something by now but maybe it is hand written and still stuck in their Dukes of Hazzard Trapper Keeper. Maybe you know of some...or someone else here knows of some. Either way, I probably wouldn't be the only one to be eagerly awaiting your write up of the gnome.
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Re: Basic Gnomes

Postby elf23 » Sun Jul 28, 2013 4:40 pm

I did a race-as-class gnome a while back: http://the-city-of-iron.blogspot.de/201 ... -lord.html
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Re: Basic Gnomes

Postby Wizardawn » Sun Jul 28, 2013 4:49 pm

elf23 wrote:I did a race-as-class gnome a while back: http://the-city-of-iron.blogspot.de/201 ... -lord.html

Nice...thinking outside the box and taking the other "non TSR" stories of the gnomes.
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