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D&D Beyond: Halflings
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<blockquote data-quote="Charles Rampant" data-source="post: 7346401" data-attributes="member: 32659"><p>I really enjoyed this video. I'm a fairly traditional guy when it comes to fantasy, and I'm happy to stick to the tropes; this depiction of the Halflings feels like a good way to explaining their culture and religion in a package that the players can understand easily. The essential problem with Halfling adventurers is that their whole culture seemed to mitigate against combat and violence, and you can only lean on Bilbo so often before you wonder how they survived in a world full of Orcs and Dragons. Having their entire race so imbued with luck that they <em>just so happen</em> to have the right magic item lying around the village when trouble rolls in is very charming. It also makes it easier to use their idyllic rural villages than it might otherwise be, since you can have something that is of the players' world (violence, magic items, adventure!) within the other world of the village. </p><p></p><p>I'm also very happy to have lots of divine influence on D&D races. The gods being more than just a bunch of names in the Cleric section of the book is only a good thing, and I'm not interested in the fantasy genre as an atheistic pursuit.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 7346401, member: 32659"] I really enjoyed this video. I'm a fairly traditional guy when it comes to fantasy, and I'm happy to stick to the tropes; this depiction of the Halflings feels like a good way to explaining their culture and religion in a package that the players can understand easily. The essential problem with Halfling adventurers is that their whole culture seemed to mitigate against combat and violence, and you can only lean on Bilbo so often before you wonder how they survived in a world full of Orcs and Dragons. Having their entire race so imbued with luck that they [i]just so happen[/i] to have the right magic item lying around the village when trouble rolls in is very charming. It also makes it easier to use their idyllic rural villages than it might otherwise be, since you can have something that is of the players' world (violence, magic items, adventure!) within the other world of the village. I'm also very happy to have lots of divine influence on D&D races. The gods being more than just a bunch of names in the Cleric section of the book is only a good thing, and I'm not interested in the fantasy genre as an atheistic pursuit. [/QUOTE]
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