Gnomes & Trolls: Homebrew TTRPG Rulz

A roleplaying game is a game of imagination and collaborative storytelling. The players create a character based on the following rules, then they pretend to be that character in different situations as presented by the GameMaster (GM). The Game Master is also a player, but more of a storyteller and referee during the game.

Characters are of different species such as elves and dwarves, and have different abilities and skills that can affect the outcome of the game. Classes of skills, such as Fighter, Thief or Spellcaster define the role of the character within the adventuring party, which is comprised of all the players. When you encounter other characters (known as NPCs or Non-Player-Characters) during the game, such as merchants or monsters, the GM takes on their roles and determines their actions.

As players adventure through the world presented by the Game Master, they will gain experience points that are used to gain levels in their class. As a character gains levels they become more powerful—They can deal more damage when they hit, and they can withstand more damage before they become incapacitated.

A role-playing game doesn’t end at the end of a game session with a winner, like in a boardgame or card game. The characters continue their adventures from session to session, increasing in experience. The story is what happens during the game as the players, acting as their characters, interract with the challenges presented by the Game Master.

Core Mechanic

The Game Master presents the Players with situations, and players respond with what their characters say and do. However, not every situation is resolved through simple narration—instead dice are rolled to determine the outcome.

Players and the Game Master use polyhedral dice for a variety of actions in the game. The dice required is indicated by a capital D followed the number of faces, such as D4, D6, D8, D10, D12 and D20. When multiple dice should be used, the number preceding the D indicates how many. For example 4D10 means to roll 4 10-sided dice, which are added up to get the result.

The most commonly used dice is the D20. The 20 faces afford a lot of versatility for determining outcomes:

The range of the D20 can represent levels of difficulty and the chance of success for an action. The GM will ask the player to meet or exceed a target number by rolling a D20 .

Character Creation

  1. Attribute Scores
    Roll 3D6 for each attribute: Strength, Agility, Stamina, Awareness and Intelligence.
  • Strength: Physical strength. This score affects how much weight your character can carry, and for a Fighter, how many Fury dice you have, as explained later under character classes.
  • Agility: This score reflects your character’s nimbleness, dexterity and coordination. It contributes to your defense by making you harder to hit. For a Thief, it determines how many Finesse dice you start with, as explained below under the Thief class.
  • Stamina: This reflects a characters health and toughness, and how much damage they can sustain before becoming incapacitated.
  • Awareness: This score represents your perception, through your five senses of sight, smell, hearing, taste and touch.
  • Intelligence: This score reflects a characters intellect and knowledge, ability to learn and solve problems. For a Spellcaster, this score determines their initial Focus Dice, as explained under character classes.

These scores (3-18) represent your character’s innate talent. They will be modified based on your character’s species, but thereafter will stay the same.

Your Species modifier is added or subtracted to your Attribute Score. Attributes may not be lower than 1, and not higher than 20.

Character races/species
  1. Choose your character’s Species:
  • Human: D10 Health Die (HD is explained below).
  • Dwarf: D8 HD. +2 Strength +2 Stamina
  • Elf: D6 HD. -2 Stength, +2 Agility, +2 Awareness
  • Gnome: D6 HD. +3 Strength (Surprisingly strong)
  • Fairy: D4 HD. -4 Strength, +4 Agility, +2 Awareness

Humans are the easiest species for players to understand, as we are all human. The attriute scores are not modified, as the game is balanced with human as the default. Human characters are resilient and have a D10 for their Health Die (HD), which is rolled to recover health points (HP)—health points are the amount of damage that a character can sustain before becoming incapacitated).

Dwarves are a familiar species from folk and fairytales. They live in hidden kingdoms beneath the mountains, where they also mine precious metals and gems. Dwarves are master craftsmen and are known for their magical weapons and armor. Stout and short, they have modifiers to their Strength and Stamina to reflect their increased strength and endurance. Dwarves also differ from us in their senses, as they can see in the dark by the subtle light (explained below, under Darkvision) as well as their deep sight, which is like x-ray vision. Deep sight allows a dwarf to see through solid stone and other materials to a range of about 30’. This is one of the reasons that dwarves are such excellent miners, since they can see the veins of metal within the rock. Dwarf characters use a D8 for their Health Die.

Elves are another species known from folklore and mythology, where they are often called “the good folk”. They vary greatly in size, from very small such as Nisse and Tomte (which might be mistaken for gnomes because of their pointed caps), to medium sized elves like the leprechaun, to high elves such as the Tuatha de Danan who are about as tall as a human teenager. Elves are slender and agile, and have a modifier to their strength and agility to reflect that. Elves have keen vision and hearing and also get a bonus to their perception. Elves use a D6 for their Health Die

Gnomes are another species from folklore, very much like the dwarves in their knowledge and crafting of metals. They have the deepsight the same as dwarves, and can see underground by the subtle light as well as they see by day. Gnomes are sensitive to sunlight,so often wear their caps low over their eyes. Gnomes can vary in size, but are generally between 2-3’ tall. Gonks are an unusual type of gnome, which don’t just have a long beard, but fur (and sometimes a tail) over their body! Gnomes are surprisingly strong for their size, often stronger than a man, so have an ability modifier for their strength. Gnomes have a D6 Health Die.

Fairies are an unusual species. Very small, between 6-12 inches, with wings like an insect or butterfly. Fairies bud on a flower or tree in the spring, rather than being born like the other species, and have sap instead of blood. They have a kinship with plants and trees, and can even speak with them. Fairies are often spellcasters, and use illusions to hide from danger. Because of their small size, fairies have modifiers to their strength and dexterity, and a D4 for Health Die.

Beholder Snail

Darkvision

While humans see by visible light, there are some species who can see a wider spectrum such as ultraviolet or infrared, or who can see a subtle light from neutrinos and cosmic rays which permeate deep underground.
Gnomi, such as gnomes and dwarves, can see underground as well as men see outdoors by this subtle light. They also can peer deep into stone with an x-ray vision called deep sight. This is why they are such good miners, as they can see the veins and know where to dig.
Elves can see very far, like an eagle. They can see by very faint light, such as starlight, as well as if it were daylight. Underground, elves can percieve the subtle light in the darkness, though not as well as gnomes and dwarves, only about 30’.
Fairies see by daylight, but in a wider spectrum than men. They can see the earth’s magnetic field, just like birds, and they can also percieve the bioelectric fields generated by living things, called auras.
This lets them see invisible creatures, as well as the true form of shape-shifted creatures, and sense their intentions. They see by normal light, but need a candle or lamp to see in darkness.

Health Points

Health Points (HP): (CON/2) + Your Species HD (per level). As you gain higher levels in a class, you gain an addition Health Die which you add to your total.
Health represents your stamina in a fight and how much damage you can take. HP are regained by rest or by healing magic. A character regains 1 Health Die per hour of rest. When your character rests, roll 1 HD for each hour rested. This is how many health points you recover. You may require several days rest to heal up from an adventure…

  1. Choose your Character Class. A class is a class of skills associated with a profession or craft. You begin with 10 XP, which is the required number of experience points for 1st level in a Class.
    There are many classes of skills, such as blacksmiths, weavers, bakers, brewers, etc. which are not relevant to adventuring, as they require years of apprentiship… If you want to play these NPC characters, choose to be the Game Master!
    Below are the three basic adventuring classes. Instead of adding a lot of bespoke classes, this game encourages multiclassing as you level up!

Fighter

Whether a knight in shining armor, a barbarian wielding a two-handed greatsword, or a meditative monk trained in the martial arts, all these characters are Fighters.

· Fighter: Add your Fighter level to all attack rolls. Damage Die is by weapon type. The number of damage dice rolled is equal to your fighter level. Fighters have training in both armed and unarmed combat, can use any weapon or armor, and has basic first-aid skills in binding wounds: (recover 1D4 HP).

A Fighter has a number of FURY Dice (D6) equal to STR/2 + Level. You can use these dice to add to any D20 roll. You recover them 1 per hour of rest.

Thief

The Thief is much more than just a burglar, but a master of shadows and stealth. The Thief can disarm traps, sneak into guarded strongholds and make off with hidden treasure without alerting anyone that he was even there!

· Thief: Add your Thief level to D20 rolls for hiding, moving silently, climbing walls, picking pockets, sleight of hand, finding traps, and picking locks. The DC of these tasks will be determined by the GM.

A Thief has FINESSE Dice (D6) equal to DEX/2 + Level. You can use these dice to add to any D20 roll, such as attacks, saving throws, and thieving skills. You recover them 1 per hour of rest.

Sneak Attack: You can Backstab for extra damage dice (by weapon type) equal to your Thief level + 1 when you attack from hiding, or if your target is engaged in combat with another character or otherwise unaware of your attack, such as a ranged weapon attack.

To Hide from an opponent the DC= Target’s Awareness score. You can hide even from a target in combat during the Movement phase (though you may be visible to other enemies). Hiding is simply getting into the target’s blind spot (like a Ninja)…

SpellCaster

· Wizard, Warlock, Sorcerer, Druid, Mage, Priest—There are many names for spellcasters, but all of their magic works the same. You cast spells as described below in the Magic section. Wizards also have the knowledge to craft scrolls, wands and staffs, potions and other magic items (with the proper time and materials).

A Spellcaster has FOCUS Dice (D6) equal to INT/2 + Level. You can use these dice to add to any D20 roll. You recover them 1 per hour of rest.

Multi-classing

When you receive experience points, you may choose to add another class if you have enough points. For example you could have levels of Fighter, Thief and Spellcaster. When you are multi-classed and recover Health Points during a rest, you also recover Fury, Finesse or Focus dice (1 per hour of rest), but you must divide the Dice recovered between your classes.

Combat

Initiative & Flow
At the beginning of combat, players (and the GM) roll a D20 for Initiative. The player with the highest number goes first, continuing clockwise around the table taking their turns, Fighters swinging their weapons, Thieves making sneak attacks, Spellcasters firing bolts of magical energy —It is important to remember that players turns are not sequential, but are simultaneously taking place during the same 6 second round.

It is natural for players to want to build off what the player before them did. To keep the suspense, the GM should write down the damage given to each enemy, but NOT announce that they are incapacitated or that they are still up, until the end of the round. Likewise, a player should keep track of how many HP they have left, but wait until the end of the round to announce that they are incapacitated–A character should not be stopping their attack mid-swing to react to what another character is doing during the same 6 second round.

Making an Attack

· Roll a D20.
· Add your Character level to the roll + modifiers (such as from a magic weapon); Fury, Finesse or Focus Dice.
· If the total meets or exceeds the target’s AC, you hit. Roll damage dice based on weapon type.

Armor Class (AC)
AC = (DEX/2*) + Armor + Shield Bonus *round up
Armor Class is capped at 20.

Advantage and Disadvantage

There are circumstances where the GM decides that you have an Advantage. Roll two D20 and take the best result. Conversly, there are circumstances where the GM decides that you are at Disadvantage. Roll two D20s and take the worst result.

Death & Dying

· Incapacitated: At 0 HP, you are out of the fight. All Fury, Finesse,and Focus Dice are expended. Only magical healing or rest can get you back up. Enemy monsters are likewise stunned and incapacitated at 0 HP, and will try to crawl away…
· Instant Death: If a single attack’s damage exceeds your maximum HP, or you are hit with an attack while incapacitated, you die.
· Healing: For every full hour of rest, roll one of your Hit Dice to regain HP. It might take several days of rest to recover all of your hit points.

Magic System

Spellcasters, whether wizards, priest, warlocks, druids or sorcerers, have a number of Focus Dice that they can use each day to cast spells. Focus Dice = INT/2 + caster level. Whenever you cast a spell, you expend one of your focus dice.

Cantrips are simple magical effects,such as detecting magic, igniting a fire, snuffing out a candle, a puff of smoke, throwing your voice, or making a noise, or creating a dim light (like a candle). They use only a tiny bit of power and do not cause damage, and do not count against a spellcasters pool of Focus Dice–But you must have at least 1 Focus Die available to use a cantrip.

As a spellcaster advances in experience the power of their spells increases. A spell like Firebolt does 1D10 damage at 1st level, but increases to 2D10 at 2nd level, and 3D10 at 3rd level. Some spells require the caster to be of a certain level before they can cast that spell.
To cast a Spell, roll a D20 + Caster level, this is your Spellcheck, and determines how potent your spell is and what the saving throw is. A spellcaster can expend a Focus die to increase the spellcheck. If the spell targets an individual, the spellcheck must beat the target’s AC. If the spell targets an area, then anyone within that area is affected, regardless of AC–but they may make a Saving throw for 1/2 damage or to avoid the spells effect.

Spells

· Magic Bolts and Blasts (D10, 1st level) such as a firebolt, lightning bolt or eldritch bolt that are targeted: The Spellcheck must be higher that the target AC or it misses and has no effect. Magic Blasts target an area of effect and ignore AC, but creatures caught in the area can make a Saving Throw to take 1/2 damage. The number of damage dice rolled is equal to the spellcaster level.

· Illusion spells (1st level) affect the senses or perception. Illusions can cause you to see something that isn’t really there, or to not see something that is there, such as Invisibility. The spell takes hold if its Potency > target’s PER Score. If Potency is lower, the illusion fails. Even when a spell succeeds, there may be a chance each round to make a Saving Throw to break the spell. Roll a D20. If the D20 result is > The Spellcheck, the spell is broken. Invisibility ends if the caster makes an attack.

· Divination at 1st level, divination gives yes or no, or direction. It can Identify the enchantment of a magical weapon. At 2nd level get insight or answers to a simple Who, What, Where, When, Why question. To get a longer response or back-and-forth, increase duration, it is level 3.

·Healing magic (D8, first level). A spellcaster may heal someone by touching them and expending a Focus Dice to restore hit points (the number of dice rolled is equal to the caster level. Similarly, a spellcaster can Smite someone to take away hitpoints! The spellcheck must beat the target AC–If using a weapon, the smite damage is added to the weapon damage.

· Charm or Hypnosis (1st level). Give a simple suggestion or command. The Spellcheck is the number to beat to make a saving throw and resist the charm.. Duration is 1 minute. At 2nd level the duration increases to 1 hour, at 3rd level 1 day.

· Telekinesis. at 1st level (Mage Hand) you can move objects at a disdance, as if you were holding them. At higher levels, the amount of weight multiplies by the casters level. For example if you can move 100 lbs at first level, you could move 200 lbs at 2nd level, etc.

· Protection (1st level). Like a personal force field, a spellcaster can cast an Armor or Shield spell and add the dice (D4) results to their AC for 1 minute. At 2nd level, the duration increases to 1 hour. At 3rd level to 1 day. This bonus to AC is in addition to any AC bonuses from enchantment.

· Enchantment. (2nd level). This spell can be used to enchant armor or weapons. Roll D4 and add this as a bonus to the weapons attack rolls, or to an armor’s AC. The effect lasts for 1 hour. At 3rd level, it lasts for 1 day. (In order to be permanent, the spell must be cast on the item during forging, when it is red hot)

· Teleportation, Conjuration and Summoning spells (2nd level). A spell like Misty Step is a short line of sight teleport for the spellcaster. To Portal others or take them with him to a destination known or in sight, the tier increases to 3rd level. To create a portal to another plane of existence (or world) increases the Spell tier to 4th level.
Conjuring or Summoning an object works in the same way, just with the direction reversed. To conjure up an object from a distant place, such as a book of spells that you left back at the castle—or to conjure a monster from a distant place. is a level 2 spell, To Summon a group of creatures is level 3. To resist a summoning spell, the target must make a saving throw against the spellcasters roll.

· Polymorph or Shapeshift (3rd level) is a transmutation that allows the spellcaster to change his or another’s form. You can assume the shape of an animal of HD less than or equal to your caster level (or the target’s HD). Your Hit Points are replaced with the hit points of the animal form, and your damage type is replaced by the animals teeth and claws., but you can still talk. Your clothing and items are not transformed. The Duration of the transformation is 1 hour at 3rd level, and 1 day at 4th level. The caster can dispel the transformation at will. The target may make a saving throw by rolling a D20 to beat the Spellcasting check.

To create a spell from scratch, consult with the DM to determine the spells Sphere or School of magic (what dice it uses) and how the effects will scale at different spell levels, and how it will manifest, so that you can roleplay how it looks to the other players. Give it a name that will associate it with your character!
For spells that deal simple damage, consider the type of effect and use the following dice:
Kinetic or Force: D6
Life affecting, such as Healing/Smite, Radiance (spectral) or Poison: D8
Energy spells, like fire, lightning, cold: D10

Counterspell & Dispel

· Counterspell (1st level): If you have not begun casting a spell on your turn, you may attempt to counterspell another caster. Make a Spellcheck (D20 + your caster level). The DC is the original caster’s Spellcheck result. Success cancels the spell. You can expend Focus Dice to buff the results of the spellcheck.
· Dispel Magic (1st level): Make a Spellcheck against the original Spellcheck result that created the spell effect.

Area of Effect

· Area of Effect: A spell can target an area of effect, rather than an individual target, negating AC. The size of the area scales with the Spell Tier, For a 1st Tier spell, the area is 0ne 5’ x 5’ square. At 2nd Tier, the area is a 10’ x 10’ square. at 3rd, a 15’ x 15’ square…

If you are playing with a Battlemat, each 1” represents 5’–so it is simple to see that the area of effect scales up by Area = (Tier)number of squares x (Tier)number of squares: At 5th Tier, a Fireball affects 5 x 5 squares (25’ x 25’).

All creatures within the area of effect are affected, regardless of AC.

Creatures or characters caught in the area may make a saving throw (D20). If the roll is equal to or higher than the spell’s Potency (Caster’s Spellcheck), they take half damage. If lower, they take full damage.

Potions, wands, scrolls

Some spells can be prepared in advance, during the Spellcaster’s downtime, in the form of wands, potions and scrolls. The spell tier must be one that the caster can normally cast, uses the same Focus Dice as normal to craft. It takes a full day to craft an item.

A Wand can hold 6 charges, and is burned up as the charges are consumed. Scrolls burn as the spell is read. Potions are consumed.

Experience & Advancement

Gaining XP (Awarded per session/adventure)

· Monsters: 1 XP per HD of monsters slain or defeated.
· Treasure: Notable Hoard: 3 XP. Extraordinary Hoard: 10 XP
· GM Bonuses: For clever play and goals.

Leveling Up

Level to Achieve XP Cost
1st 10 XP
2nd +20 XP (30 total)
3rd +30 XP (60 total)
4th +40 XP (100 total)…

XP is a running total. You can split XP to multiclass into a new class (e.g., spend 20 XP for Fighter 2, and 10 XP for Wizard 1).

Monsters

The following table is useful for the Game Master when building an encounter for the party. Rather than an exhaustive bestiary, creatures are grouped by weight, with their average Hit Points, To-Hit modifiers, and XP.
To convert a monster from any other game, estimate its position on this chart by weight, and make a note of its Armor Class and any special abilities.

Scaling Rules

· HP:
· <=1,000 lbs: HP = round up(weight ÷ 20)
· 1,001–6,000 lbs: HP = weight ÷ 20 (exact)
· 6,001–16,000 lbs: HP = 300 + (weight – 6,000) ÷ 33.33
· 16,000 lbs: HP = 600 + (weight – 16,000) ÷ 200
· To-Hit:
· <=1,600 lbs: To-Hit = floor(weight ÷ 200)
· 1,600 lbs: To-Hit = 8 + (weight – 1,600) ÷ 1,600 (rounded to nearest integer, max +19)

Monster HD and Damage

Use the To-Hit modifier to determine the number of dice to roll for damage. if a creature has a +1, then roll 1D (by weapon type). If a creature has +6, then roll 6D for damage.
For example, a large Mountain Troll is wielding a two-handed sword (D12). He rolls his attacks with a +6 to-hit, and does 6D12 damage!

OPTIONAL
To make a monster a bigger challenge, such as a “boss”, give it a boost by adding additional hit dice to increase it’s damage, and even an enchanted weapon. Turn a goblin into a goblin-shaman by adding 1-2 levels of Spellcaster!

Colossal creatures( above 6,000 lbs) Ignore AC —treat all attacks as Area of Effects: DC=To-Hit modifier of the creature, Save for 1/2 damage.

DND with Minis vs. Theater-of-the-Mind

Playing D&D is great fun, and I have been adventuring with my friends for many years. We have always played the game around the table with just our character sheet, notes and dice. The DM might have a hand drawn map, but for the most part all encounters are just described in what is called the Theater-of-the-Mind style of play.

TotM can lead to confusion. “Wait, how many goblins are left?”, or “I said I was hiding behind the pillar!”, or the classic: “I didn’t ask you how big the room is–I cast Fireball!” Many of the rules in D&D are very tactical in nature. Players are aware how many feet they can move per turn, their weapon ranges, what the bonuses are for 1/2 or 3/4 cover, and are constantly peppering the DM with questions to clarify the described situation. Miniatures solve many of these issues.

With terrain and miniatures, it is very easy to see who is in the area of effect when the Fireball spell goes off. Miniatures provide clarity vs. chaos, save time and avoid unnecessary arguments.

Theater-of-the-mind may be great for most D&D encounters, and some players think that playing with minis will make the game feel too much like a boardgame. This is a valid. If the Dungeon Master gives a great description of the boss encounter, it can really come to life in the players imagination. However, what gets imagined is going to be slightly different for each player….

This party of gnome adventures is exploring the room, when behind them they hear the scrape of stone on stone…

The Dungeon Master says, “You turn and see a large mountain troll, with a stone axe”. As a player you may wonder what a mountain troll looks like, or how big it is relative to you; whether you should start running or draw your sword.

The DM says, “roll initiative” ominously, as he places the mountain troll mini onto the table. The players eyes go wide. They see it’s size. The immediate, visceral understanding of the threat is an “oh $#!%” moment.

Don’t just describe the threat. Make them feel it…

The moment you place that troll on the table, the game’s tension skyrockets. It is no longer an abstract concept; it’s a physical problem they need to solve. Miniatures are not mere game pieces, but are tools for creating sharper, more dramatic, and more memorable stories at your table.

These are all miniatures and terrain that I have sculpted, and are available in my shop

Dungeon Vibes, Miniature Painting

When I painted my PuzzleLock Dungeon, I simulated torchlight with drybrushed oranges and yellows. In the same way, I wanted to give a “dungeon vibe” to these minis by painting an undercoat to simulate torchlight. This is a variation on zenithal highlighting.

Starting with a black primer over the entire mini, then came back with a blue-gray ambient light which is drybrushed on top. Since the idea is to give it an ambient occlusion, I payed attention to the angle of my brush, leaving the underside and recessed areas black.

Next I used some oranges to start simulating the torchlight. I chose one side/direction for the mini which would be accented with torchlight, and carefully drybrushed the areas that would be hit by this light. Using the handle of the brush as the direction of the light, I was able to see where the light would hit, and where it would falloff.

I started with a pretty deep orange, and then added a little yellow to it as I went back over the areas that would be closest to the light. When I painted the actual torch, I went another shade lighter by adding more yellow, and finally white.

I painted the colors in thin layers, allowing the underneath colors to influence it. The only place the color is almost the pure hue is on the bright side closest to the torchlight. The colors on the far side end up a bit muted and darker.

I used a wash of Army Painter Soft Tone over the paint job, which darkened the colors even more in the recessed areas.

Overall I am happy with the way it turned out. Even the minis not carrying a torch have one side accented with the torchlight, and they all fit together naturally as the under painted lighting ties them all together.

Give this a try on your next group of adventurers! Let me know what you think in the comments.

These minis and figurines are available in my Etsy shop. If you would like to 3Dprint them yourself, the STL files are available at Cults3D.

Gnomess Rogue

She is a little cutpurse female gnome that I sculpted for my Etsy shop. I offer her painted or unpainted, as a D&D sized miniature, or display sized–even Garden sized!

Are you a discerning gamer who demands the best? Do you want to take your tabletop experience to the next level? Look no further! My handcrafted gnomes are designed to bring a touch of magic to your game, with intricate details and textures that will amaze your players.

By choosing my gnomes, you’re not just buying a miniature – you’re making a statement. You’re showing that you have an eye for quality, a passion for the game, and a desire to create an unforgettable experience for your fellow players. My gnomes are not mass-produced or generic; each one is carefully crafted with love and attention to detail, ensuring that every aspect is a delight to behold.

Whether you’re a seasoned collector or a gamer looking to upgrade your game, my gnomes are the perfect choice. They’ll add a personal touch to your game, spark conversations, and inspire new adventures. So why settle for ordinary when you can have extraordinary? Choose my gnomes and elevate your game to new heights! #GnomeMiniatures #TabletopGaming #MiniatureCollectors #GamingWithStyle

Hand-Painting and Size Options added to my Etsy shop!

Now when you buy one of my Gnome miniatures on Etsy, you can choose between 3 size options, and whether you would like it unpainted, or hand-painted!

  • 28mm (D&D)
  • 10cm (4″), Display
  • 20cm (8″), Garden

There are a lot of different designs available, and I’m always adding more. So whether you are looking for a mini for your Dungeons & Dragons character, or you want to make a badass fairy garden, there is a gnome for you!

Resolution

When it comes to 3Dprinting there is a lot of confusion about resolution. It is important in different contexts, so I hope this post can help to demystify it.

Scanning is a method to capture geometry from real world objects to create a digital model. Here is a scan of my head, using a structured light scanner attached to an iPhone. On the right hand side, you can see a triangulated mesh of polygons. This mesh is the 3D model. Notice the lack of details in the face, especially the eyes. the Mesh is composed of 53,000 polygons.

This Gonk Gnome is a digitally sculpted model for 3Dprinting. The STL file is what is used by the slicer to output the instructions to the printer. This polygon mesh is 338,813 polygons. The resolution is higher than the scan–meaning that the triangles are smaller, and denser.

In ZBrush, the original mesh that is the actual digital sculpture, is over 4 MILLION polygons! If you notice those darker gray areas around the eyes, those are even denser polygons than the rest of the mesh. Sculpting digitally, you can zoom in and add more detail, and resolution (to the limits of the computers memory).

The reason that the STL file is less polygons is that it is decimated from the higher resolution mesh. A 3Dprinter slicer will have a hard time with a mesh over 1 million polygons, so you have to balance the amount of detail you can reproduce with those constraints and the intended size that you will print.

Here is a picture of that model 3Dprinted in resin. the layer thickness for a resin printer is .05mm (about the thickness of a human hair), so you need a magnifying glass to be able to see the layer lines…

3Dprinters are advertised with 2K, 4K, 8K, 12K (even higher has been announced), which is referring to how dense the pixels in the LCD screen are. This can get confusing, because a small screen size that is 2K might have the same density of pixels as a larger screen that is 4K. So, in choosing between the different resolutions offered in 3Dprinters, it is important to choose a size that fits your needs, then worry about how much resolution in in that LCD screen. Ideally, the XY resolution (the LCD screen) and the Z (the layer height) should be the same.

This Gonk adventurer is the same model, but at different scales. the density of the polygons is high enough that even when printed larger the detail is there. If the gonk was printed even smaller than a D&D miniature, you will start to lose the finer details as the size of the triangles of the polygon mesh become smaller than the XYZ resolution of the printer. If you printed larger than a figurine, like a 4′ or taller statue, the size of the triangles of the polygon mesh would become visible.

Because there can be so much variation in size for the 3Dprints, I usually will decimate the mesh to between 300,000 and 600,000 polygons. That provides enough resolution to the polygon mesh, so that the detail is there even if you need some 2′ Guardin’ Gnomes.

Paracelsus

In 1566 Paracelsus, a German physician, alchemist and philosopher published a tract On Nymphs, Sylphs, Pygmies, and Salamanders. He categorized the denizens of Faerie, known by many different names in folklore, as different types of elemental beings.

The name of the water people [nymphs] is also undina, and of the air people [sylphs] sylvestries, and of the mountain people [pygmies] gnomi, and of the fire people vulcani rather than salamandri.

On Nymphs, Sylphs, Pygmies, and Salamanders

You know that there are four elements, air, water, earth and fire; and you also know that we, men from Adam, stand and walk in air and are surrounded by it as a fish by water, and can just as little be without it as a fish without water. As the fish has it’s abode in water, where water takes for it the place of the air in which it lives, so air takes for man the place of water,in relation to the fish.

Thus everything has been created in its element, to walk therein. From this example you understand that the undinae have their abode in water, and the water is given to them as to us the air, and just as we are astonished that they should live in water, they are astonished about our being in the air.

The same applies to the gnomi in the mountains: the earth is their air and is their chaos. For everything lives in chaos. That is: everything has its abode in chaos, walks and stands therein. Now the earth is not more than mere chaos to the mountain manikins, for they walk through solid walls, through rocks and stones, like a spirit; this is why these things are all mere chaos to them, that is, nothing…

That amounts to: as little as we are hampered by the air, as little as they are hampered by the mountain, by earth and rocks. And as it is easy for us to walk through air and air cannot stop us, so rocks and cliffs are easy to them. And so, things are all chaos to them which are not chaos to us, for a wall, a partition, stops us so that we cannot go through, but to them it is a chaos. That is why they walk through it; to them it is their air in which they live and walk, as man does in the air that is between heaven and earth. And the coarser the chaos, the more subtle is the creature; and the more subtle the chaos the coarser the creature. The mountain people have a coarse chaos; therefore they must be more subtle; and man has a subtle chaos; therefore, he is all the coarser…

…Know also that two of them, namely the earth manikins and vulcans, are considered spirits and not creatures, being looked on as a mirage only, or as ghosts, You must know, however, that just as they appear, thus they are, flesh and blood like another man, and with that, quick and fast like a spirit, as was told in the beginning.

On Nymphs, Sylphs, Pygmies, and Salamanders

This was and interesting book to read, as the existence of these types of creatures was not in question, just something to be studied. The only existential question seemed to be whether nymphs, sylphs, gnomes,etc. had a soul, like man (He did not think so).

He was writing centuries before the discovery of the electromagnetic spectrum, frequencies or even ideas of different dimensions and vibrations, but had an insightful way of it relating to the properties of the four elements.

Christmas Gnomes

I made these Christmas gnomes last year. This is an example 3Dprinted by Mad Max Miniatures,and Painted by Vincent T. (@scales20.100 on Instagram). I have these Figurines and Ornaments now available on my Etsy shop! You don’t have to learn about 3Dprinting or have access to one, because I take care of that for you!

If you do have a 3Dprinter, you can get the STL files on Cults3D and make gifts for all your friends and family.

These gnomes are available as 4″ figurines or 3″ ornaments. They are solid resin and unpainted. You can paint them with inexpensive acrylic craft paints. This might be a fun holiday project or activity for the family!

Miniatures now available directly on Etsy!

If you have been wishing you could use one of my Gnome miniatures for your next character or campaign, but do not have a 3Dprinter, now you can buy physical miniatures directly from me! I have added a Miniature section to my Etsy shop. These miniatures are printed by me in a durable ABS like resin. They are 28mm scale (1:56) for tabletop games like D&D or Pathfinder.

These are just the first available– I will be adding more as I have a chance to print and paint. Make your next character a Gnome!

New Year Plans…

It is New Years Day, which a lot of people use to come up with resolutions…Instead of that, I thought that I would post some work from the past year and talk about what I’m working on now, and what will be coming up on my Patreon and Cults3D in 2022.

I’ve got the first set of gnomes for Gnomepoleonic Wars finished. I will be adding additional sets with different headgear (Bicorn and Shako hats). These minis are going to be great for tabletop wargames, and that has me thinking about publishing a Gnome Wars rule book, using my own wargame system!

guardin’gnome

It will not be limited to just Napoleanic battles, but works for skirmish games, scifi wargames, fantasy and historic. And it will be able to be used with any miniatures, whether traditional or 3dprinted–not just mine–Though I will use my own miniatures and illustrations for the book ( I better model some Space Gnomes…)

PuzzleLock Dungeon II

I also plan to release PuzzleLock Dungeon II this Spring. This is an improvement over my earlier PuzzleLock Dungeon, because I have focused on fully printed rooms and corridors (which make better use of the printbed), and have offset walls to maximize the playable space of the grid.

I also want to put up some more figurines on my Etsy shop! I have shown off a few on Facebook and Instagram, and based on the response I think there might be a desire for them amongst fans who don’t have access to their own 3Dprinter…

That’s the update for now. I hope that you have a Happy New Year!

Will