I think this version of gnolls is fantastic!
I love it, everyone I have talked to loves it, veteran experienced players love it, new players love it!
It provides a unique and fresh way of playing the game, the gimmick is unobtrusive and it works well. Ive had tons of fun playing gnolls over the past several days and experimenting with what I can do and get away with.
I played a
gnoll who died on level 24 of a zig, and I won a
gnoll at xl22.
Ill admit, both of my gnoll games got great luck with items, and I think perhaps choosing gods that gift spells may have also changed my perception somewhat. Both of my newnewnewgnoll games were Gnoll Wizards. I think gnoll wizard is overpowered currently, you start with 8 MP, and 8!! spellcasting. You can learn every spell in the book at xl3. You also get to start with 20 int, which is pretty nuts. DeWz starts with 22 and most DE book starts get 19.
I think gnoll might actually be a little too strong, in the early game. Starting with 8+ in any relevant skill is a huge boon and getting tons of XL1 mana points and earlier access to spells sort of makes it really good. I also think that an experienced player can press this advantage well into the mid game and beyond, through the entire game, making gnolls a little bit too powerful the entire time. All it takes is one really good spell or weapon and suddenly you can do the lair branches easily. Newer or less experienced players might not see such opportunities as readily. Towards the end game you can just pick the best spells that have dropped and use the best items, I dont think gnolls get any weaker as the game goes on. They easily have 12 in skills when they finish lair, and 14-16 after getting 2 runes. This is enough for level 7-8 spells(if you have enough int, and light armour) and any 1 handed weapon.
But upon further thought, this isnt really a bad thing. Its a fun race that everyone likes, so what if its a little too powerful? Its a great way to try out spells, abilities, items you never otherwise would! For example my winning gnoll wizard learned 'Alistair's Intoxication', a spell I had never used before, because I had an opportunity to stab due to finding Boots of the Assassin. It seems like a great way for newer players to learn and try out things, and a great way for veteran power gamers to push the limits or blow off steam.
Maybe it could do with a bit of balancing, especially in the early game. And maybe it sort of breaks the way a few things are balanced. (Freezing cloud and other 3 school spells come to mind.) But if everyone thinks its fun and everyone is playing it, maybe its pretty close to how it should be already.
Best version of gnolls yet!