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 "Secure the other end of the rope ... I've got gnomeventuring to do!" Jarvis Specklethwaite, Gentleman GnomeventurerIt will come as no surprise to many of you that I am a gnome supporter. Throughout 3E, the lead up to 4E, and especially in current D&D/OGL circles, I think the gnomes got the short end of the stick repeatedly ... and I'd like to DO something about it! In part, I understand. How to handle gnomes is a tricky subject. At first blush, they and halflings seem to tread a lot of the same ground. And even when new ground is identified, gnomes have often been painted in a purely comic style. They became a JOKE, when really part of what they embodied was a sense of wonder and whimsy. The answer that Wizards of the Coast AND Paizo have come to is to substantially change what gnomes are ... giving them a strong link to the world of the fey and making magic (particularly illusion) their mechanical focus. Moving away from the amusing and giving them an otherworldly creepiness. And, while both companies have created very interesting races in this manner, neither of them really seem like GNOMES to me. I get it. Some people have NO PLACE for anything light hearted in their fantasy RPGs. But is it really necessary to take away those elements entirely? Is it not possible that the classic gnome has something to OFFER to a game? I sure think so. And Jarvis Specklethwaite, Genleman Gnomeventurer may help me to elucidate on the subject as he appears in more doodles.
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 "AAAAAAH!" "I didn't know that a water elemental COULD be set on fire."After nominally beating the Kobold King and his minions (see yesterday's doodle) our group THOUGHT we could just leave the dungeon complex. However, we found the exit was blocked by a Huge fire elemental. So, battered though we were, we had one more big fight to get through before we could actually rest. Somewhere along the line, we'd picked up an item that let us summon a water elemental and we figured it would be a great way to counter the opposition. However, our elemental was only medium size ... so we knew it wouldn't completely turn the tables. Still, we were surprised when it walked into battle, got hit by the fire elemental, and failed a save, that our water elemental was now "on fire." We were SO surprised that we spent the next 10 minutes or more flipping through various rule books to see if it was POSSIBLE for a creature made entirely of water to BE on fire ... and eventually we realized that nowhere was there any rule that would PREVENT such a thing from happening. So, indeed, the water elemental WAS on fire. That is something you don't see every day.
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 "I am the King of the Kobolds!" "I can SEE why!"A game night doodle of the shock our characters got when, upon entering the climactic encounter with the kobold forces that had kidnapped the children from their village, they found the kobold king to be nearly six feet tall and bursting with muscles. He still ACTED like a kobold, though, sending his minions to block and delay us while his shaman cast spells at us. In the end, his brawn turned out to be the result of an enlarge spell (and maybe a few other buffs like bull's strength) ... and the REAL challenge was getting through the ranks of minions, who had some insane AC up in the mid 30s. Between them and the shaman (who was actually a sorcerer), the party nearly got wiped off the map. In fact, if the GM had been played them to the best GAME strategy, there almost certainly WOULD have been a TPK. (Instead he played them to the best KOBOLD strategy ... which is a lot less self-sacrificing.) In the end we kinda won, taking out the king and MOST of the minions. The sorcerer and a few minions escaped through a tunnel so small none of us could follow, and we saved all the remaining children. (Some had already been killed by the kobolds.) Hurray for mitigated victories!
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