Or is it just a really big pseudo-dragon?
Or is it just a really big pseudo-dragon?![]()
Elves... Kind of already are humanoid cats.Well, as is well known, cats hang around until you die, and then eat you.
A humanoid cat would just kill you, and then eat you.
For me, halflings clicked when I started treating the Tolkien depictions of the common folk as in-universe stereotypes. Of course dwarves aren’t all ale-obsessed miners and smiths. But, if you’re a human commoner from some farming village who has only seen dwarves when they come down from the hills to trade fine metalwork for hopps, that’s an understandable impression to have of them.I agree with you, and not only for the reasons you listed.
With halflings, I feel like there’s no “there” there. I mean, despite being a race as old as Tolkien, they really have no lore that make them particularly compelling to play.
Elves? Love of Nature, curiosity about magic, long life, etc. Half-Orcs? Child of two worlds, spark of chaos, face prejudice because of their parentage. Tiefling? Rejection because of their parentage, rebelling against their nature.
Even the new kids, tabaxi. What if my cat were a humanoid?
Halflings? They’re like humans, except short. Oh, they also like the comfort of home. 50 years of potential lore, 2 write-ups in 5e alone, and that is the best they have come up with.
Give me a tortle with “I carry my home on my back, so wherever I am, I’m home” any day of the week.
Elves... Kind of already are humanoid cats.
And yet I hear over and over again that the point of playing a unique race is to have a unique character, based on the argument that Player Characters are unique and unusual already. What is that, if not "letting your freak flag fly"?
But—shock and horror!—not every fantasy game belongs to a genre where it would be appropriate for the main adventuring party to be the medieval equivalent of the Doom Patrol. Sometimes you just want a game where the heroes are kind of ordinary, and Frodo, Garion, Ged, and Taran strike out into the world to go be big damn heroes.
1) So?
2) Context. It depends entirely on whether the character option in question has been excluded from the campaign for reasons of lore or mechanics, now, doesn't it? If the DM has banned gnomes because gnomes are extinct in their world but dwarves aren't, using the gnome stats for a reskinned, unusually skinny and magical dwarf certainly seems reasonable. (Provided the DM isn't dead set against at least one unusually skinny and magical dwarf in their game-world. The DM could have a perfectly legitimate reason not to want that.)
If, on the other hand, the DM has banned gnomes because they don't want that particular cluster of modifiers and abilities to be an option available to the players, reskinning is hardly a remedy. But I will say that if, after having learned that gnomes are banned in the campaign, a player's first instinct is to try and play a gnome, and their second instinct is to try and play a reskinned gnome, they're being more than a bit of a tool.
Which raises the question—are you postulating a player who comes to the table with a gnome character already in mind (or even on paper), before the DM has explained the particulars of the campaign? Because that isn't the interaction I've been talking about.
I believe in an even more individualistic approach to the game. A person playing D&D makes it unique by the very nature of playing it. Their own approach informs the campaign and makes it unique. One DM can run Lost Mines of Phandelver for twenty different groups of players and each will provide a completely unique and extraordinary experience because the dynamic between those players is unique in its own way.
At least this is the case if the players are empowered and encouraged to come up with their own ideas and wish to do so.
And yes, the DM probably brings more to the table than any two engaged players or any four social gamers who are mostly there to hang out, eat snacks, and sling dice. But the DM isn't the only one bringing things to the table and the game is richer for it.
This doesn't mean that all concepts should be accepted but rejection is very much on a case by case basis unless there's something integral to the setting that it violates. And D&D is, as I have mentioned before, by default a kitchen sink game. It was in Gygax and Arneson's day. The Forgotten Realms are a kitchen sink setting. Eberron is a kitchen sink setting. The Nentir Vale is a kitchen sink setting. Sharn is a kitchen sink setting. The Wildemount is a kitchen sink setting. Golarion is a kitchen sink setting.
And it also doesn't mean that character concepts and races aren't vetoed on a case by case basis by even kitchen sink DMs. I've never had anyone try to play a Kender in one of my games, but if they want to they'd better have a very good justification. But that's not because they look odd (they're basically a subculture of halflings). It's because it's an anti-social archetype.
But this has been illuminating in one way. It's made me see what people claiming 5e was more empowering to DMs than 4e wanted; there's a much greater expectation in 4e of players having choice of and control over their own characters, so thank you.
Actually, I wouldn't mind ditching Halflings in favour of Gnomes. I always found Halflings to be kind of bland, and Gnomes a lot more interesting. To the Elves the forests, to the Dwarves the Mountains, to the Humans the plains, and to the Gnomes to foothills. For each race 1-2 "antagonist races" and that's all the sentient species a world needs.
A 3 foot tall adult with adult physicality, of a species that is evolved to be that height and weight, dodging would work just fine. I assure you, even very short 9 year olds can be very, very, nimble and fast.On the subject of weird races I'm going to say that to me the most fundamentally weird and immersion breaking race isn't anything remotely like a tabaxi, a shardmind, or a dragonborn. Instead it's one of the core four. The halfling.
At about 3 foot or 90cm tall, a fully grown halfling is about the height of an average three year old (and at 3 stone or 19kg the weight of an average eight year old). This makes a massive amount of the biophysics of combat just not work properly - and for those of you who watch pro wrestling Hornswoggle's listed height is one and a half times that of a halfling and weight about three times; he's about average height and weight for a D&D dwarf. This lack of height and mass is going to cause a lot of problems - for one thing it makes it hard to block with a shield without being lifted off your feet by a strong guy who knows what they are doing. For another you're out-reached. And dodge rolls simply do not work.
Sure, but it has nothing to do with halflings not making sense, and everything to do with halflings being a more "basic" option than those two very dramatic options.There is a reason why, despite the Tolkien influence and despite how long halflings have been part of core D&D Dragonborn and Tieflings are more popular.
Not really.Gnomes have struggled for an identity in D&D.
Besides, arguing physical viability in D&D is kind of a waste of time..because fantasy.A 3 foot tall adult with adult physicality, of a species that is evolved to be that height and weight, dodging would work just fine. I assure you, even very short 9 year olds can be very, very, nimble and fast.
It's bizzare to see someone more puzzled by halflings than by dragon people.
Sure, but it has nothing to do with halflings not making sense, and everything to do with halflings being a more "basic" option than those two very dramatic options.
Not really.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.