Whizbang Dustyboots
Gnometown Hero
Halflings and slings goes back to BD&D, as I recall.
Hobbits aren't a warrior race. D&D halflings are.They are not a warrior race,
A rapier-wielding dwarf is every bit as good with rapiers as any other race, ability scores being equal. (Stat bonuses and penalties are stereotyping, too, btw.)It's stereotyping that they (and Dwarves and Elves) are weighted towards particular weapons - what if someone wanted to play a rapier-wielding dwarf? Is it not a disadvantage that they miss out on the benefits of using an axe becausethey want to play something unusual too?
Not according to their D&D Next playtest description they are not.Hobbits aren't a warrior race. D&D halflings are.
But they are a disadvantage against other members of their own race, who stick with the conventional weapons their entire race have apparently been trained in.A rapier-wielding dwarf is every bit as good with rapiers as any other race, ability scores being equal. (Stat bonuses and penalties are stereotyping, too, btw.)
And I'm seeing a contradiction here. If you want to talk about punishing races for unconventional choices, why not talk about how hosed a Halfling Fighter is without such a rule? Halflings get the short end of the stick on weapons to start with. The die increase just basically says, "you don't have to suck at being a rogue or fighter."
You really ought to review the mathematical breakdown people have posted. This is the equivalent of a +1 to damage with specific weapons. Save "gone mad" for something more offensive; you're going to use up your descriptors too quickly if you're not careful.Again this is the notion of 'game balance' gone mad.
Not according to their D&D Next playtest description they are not.
According to the playtest entree for Halflings:
"Most halflings have small, peaceful communities with large farms and well-kept groves. They have never built a kingdom of their own or even held much land beyond their quiet shires."
And in what part of this does it say they never need to defend those homes from invading kobolds, goblins, orcs and the like? Do they not have sheriffs or other militias to defend their homes? This isn't the Shire.Not according to their D&D Next playtest description they are not.
According to the playtest entree for Halflings:
"Most halflings have small, peaceful communities with large farms and well-kept groves. They have never built a kingdom of their own or even held much land beyond their quiet shires."
Not exactly Sparta.....and remakably similar to Tolkien's Hobbits....
Moreover, even if they were all a race of highly trained, pint-sized ninjas, they'd still have to overcome the physical disadvantage of smaller limbs providing less leverage to their attacks than bigger races.
I still don't know that you understand the contradiction here.But they are a disadvantage against other members of their own race, who stick with the conventional weapons their entire race have apparently been trained in.
Again this is the notion of 'game balance' gone mad. Halflings are a people that are physically smaller than any other race and, as such, cannot weild large, heavy weapons which cause more damage. They have an advantage in terms of hiding and stealth over other races so it works both ways. But the idea that they should all get to do more damage than a large, seasoned Human Fighter with a short sword just because some gamer cries 'waah...it's not fair!!!' is pathetic. And unrealistic. And unnecessary.
This is a fantasy rpg race. They aren't small humans, or children.
They do whatever they need to for the purposes of the game.
Verisimilitude is needed, but not realism.
You really ought to review the mathematical breakdown people have posted. This is the equivalent of a +1 to damage with specific weapons. Save "gone mad" for something more offensive; you're going to use up your descriptors too quickly if you're not careful.