Dungeons and Dragons Gnomes 3.5 PBP RPG

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Gnomes

  • +2 Constitution, -2 Strength.

  • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

  • Gnome base land speed is 20 feet.

  • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

  • Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.

  • +2 racial bonus on saving throws against illusions.

  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.

  • +1 racial bonus on attack rolls against kobolds and goblinoids.

  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.

  • +2 racial bonus on Listen checks.

  • +2 racial bonus on Craft (alchemy) checks.

  • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.

  • Spell-Like Abilities: 1/day-speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day-dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome's Cha modifier + spell level.

  • Favored Class: Bard. A multiclass gnome's bard class does not count when determining whether he takes an experience point penalty.


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I’d be very interested to see how this pans out.

A thought would be that it would be nice if character progression could be had without increasingly dangerous conflicts.

In many games, despite there being a broad range of skills (Many of which come into play later) many of the quests involve fighting tougher and harder enemies thus making it essential to ignore more character building stuff in favour of advanced combat prowess.

I’d suggest that this was even more relevant in a system similar to Traveller where you could build a great scientist or diplomat but ‘in game’ have very little opportunity to develop skills above and beyond those that you selected in the beginning.

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