I've noticed that the Rock Gnome seems to consistently be one of the least popular races used for builds in 5e, even with the new Artificer class, which is weird because Rock Gnomes are supposed to be all about them gadgets.
I'm guessing that this is in part because Tinker is a mostly useless ability or one that is easily supplanted by core Artificer abilities. And that +1 to CON really isn't doing you too many favors compared to getting a +1 to DEX or some other class-specific stat; plus Gnomes don't make great Barbarians.
If you could redesign the Rock Gnome to make them have better synergy with the classes that currently exist (including the Artificer and Wizard), how would you do it?
I think they just overlap too much with the Artificer class, neither of which are super popular amongst a lot of people who aren't interested in mixing steampunk vibes into their fantasy. I have also heard (but not experienced myself) that Gnome in general isn't well-liked at a lot of tables due to the tendency for Gnome PCs to be overly obnoxious or annoying.
Personally I love a good tinker gnome. I have one in my current (paused) campaign who has used Artificer's Lore a lot and Tinker... maybe not at all? But she has used the level 1 Artificer equivalent tinkery thing numerous times. The things you can do with Tinker I'd probably just let anyone do with proficiency in tinker's tools and a decent check.
Rock Gnomes are fine for Wizards and Artificers. Deep Gnomes are arguably better due to Superior Darkvision, the Dex bonus is immaterial there. Forest Gnomes' Natural Illusionist is nice, but not necessarily better than Artificer's Lore.
With the standard array +1 Dex or +1 Con are virtually the same. Given that Artificers have medium armor prof and everybody's always going on about Concentration checks for casters, I'd say a Con bonus is certainly as good as a Dex bonus for these classes and probably better.
Gnomes are in the same boat as Str-based races, by and large - Int is the absolute most important stat for a couple of classes and likely a dump stat for the rest. That's more an issue with the imbalance between stats than with the race itself.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
If you play the Rock Gnome for roleplay purposes, it doesn't matter what stats are the most efficient. Just play it because they rock!
If you play the Rock Gnome for rollplay purposes, it already states in Tasha's (official), put the +2/+1 wherever the hell you want.
What other sort of re-design would be sufficient for all tables? If you're only looking for sufficient for your table, then lean into Tasha's and build it in whatever fashion makes it tick for you.
The main point is that the Tinker was close to useless before and is entirely useless now that the official Artificer is out. And while Artificer's Lore is great in a campaign with a lot of magic-tech devices, is it strong enough by itself to beat out getting another cantrip and the ability to communicate with small beasts? That's what feels questionable to me.
I think they just overlap too much with the Artificer class, neither of which are super popular amongst a lot of people who aren't interested in mixing steampunk vibes into their fantasy. I have also heard (but not experienced myself) that Gnome in general isn't well-liked at a lot of tables due to the tendency for Gnome PCs to be overly obnoxious or annoying.
That might be true, but it be the result of people being too tied to old AD&D lore. There is absolutely nothing that stops people from making interesting Gnome PCs except their own limited imaginations.
I've noticed that the Rock Gnome seems to consistently be one of the least popular races used for builds in 5e, even with the new Artificer class, which is weird because Rock Gnomes are supposed to be all about them gadgets.
I'm guessing that this is in part because Tinker is a mostly useless ability or one that is easily supplanted by core Artificer abilities. And that +1 to CON really isn't doing you too many favors compared to getting a +1 to DEX or some other class-specific stat; plus Gnomes don't make great Barbarians.
If you could redesign the Rock Gnome to make them have better synergy with the classes that currently exist (including the Artificer and Wizard), how would you do it?
I love to play Rock Gnomes, precisely because of their machine background / culture. They are often used as examples of illusionists and now arcane tricksters. But yes, the stat boosts aren't the best for what their backgrounds ... but stats can go up and down over time, the background is what makes them. I wouldn't change the stats at all.
My gnome, an "expert" or "self-employed hand", does wear a traditional red gnome hat and also "fixes" anything in writing he finds, "journals", "maps", "potion recipes" and perhaps soon enough spell books. (He hangs around a sorceress and she doesn't keep a regular spell book yet.)
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I've noticed that the Rock Gnome seems to consistently be one of the least popular races used for builds in 5e, even with the new Artificer class, which is weird because Rock Gnomes are supposed to be all about them gadgets.
I'm guessing that this is in part because Tinker is a mostly useless ability or one that is easily supplanted by core Artificer abilities. And that +1 to CON really isn't doing you too many favors compared to getting a +1 to DEX or some other class-specific stat; plus Gnomes don't make great Barbarians.
If you could redesign the Rock Gnome to make them have better synergy with the classes that currently exist (including the Artificer and Wizard), how would you do it?
I think they just overlap too much with the Artificer class, neither of which are super popular amongst a lot of people who aren't interested in mixing steampunk vibes into their fantasy. I have also heard (but not experienced myself) that Gnome in general isn't well-liked at a lot of tables due to the tendency for Gnome PCs to be overly obnoxious or annoying.
Personally I love a good tinker gnome. I have one in my current (paused) campaign who has used Artificer's Lore a lot and Tinker... maybe not at all? But she has used the level 1 Artificer equivalent tinkery thing numerous times. The things you can do with Tinker I'd probably just let anyone do with proficiency in tinker's tools and a decent check.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Rock Gnomes are fine for Wizards and Artificers. Deep Gnomes are arguably better due to Superior Darkvision, the Dex bonus is immaterial there. Forest Gnomes' Natural Illusionist is nice, but not necessarily better than Artificer's Lore.
With the standard array +1 Dex or +1 Con are virtually the same. Given that Artificers have medium armor prof and everybody's always going on about Concentration checks for casters, I'd say a Con bonus is certainly as good as a Dex bonus for these classes and probably better.
Gnomes are in the same boat as Str-based races, by and large - Int is the absolute most important stat for a couple of classes and likely a dump stat for the rest. That's more an issue with the imbalance between stats than with the race itself.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Isn't this done for you already?
If you play the Rock Gnome for roleplay purposes, it doesn't matter what stats are the most efficient. Just play it because they rock!
If you play the Rock Gnome for rollplay purposes, it already states in Tasha's (official), put the +2/+1 wherever the hell you want.
What other sort of re-design would be sufficient for all tables? If you're only looking for sufficient for your table, then lean into Tasha's and build it in whatever fashion makes it tick for you.
All things Lich - DM tips, tricks, and other creative shenanigans
The main point is that the Tinker was close to useless before and is entirely useless now that the official Artificer is out. And while Artificer's Lore is great in a campaign with a lot of magic-tech devices, is it strong enough by itself to beat out getting another cantrip and the ability to communicate with small beasts? That's what feels questionable to me.
That might be true, but it be the result of people being too tied to old AD&D lore. There is absolutely nothing that stops people from making interesting Gnome PCs except their own limited imaginations.
I love to play Rock Gnomes, precisely because of their machine background / culture. They are often used as examples of illusionists and now arcane tricksters. But yes, the stat boosts aren't the best for what their backgrounds ... but stats can go up and down over time, the background is what makes them. I wouldn't change the stats at all.
My gnome, an "expert" or "self-employed hand", does wear a traditional red gnome hat and also "fixes" anything in writing he finds, "journals", "maps", "potion recipes" and perhaps soon enough spell books. (He hangs around a sorceress and she doesn't keep a regular spell book yet.)