I know that but at this point, people are just achieving nothing so unless someone breaks the argument is now eternal.I don't think there's a limit on how many threads you can have open
Welcome to ENWorldI know that but at this point, people are just achieving nothing so unless someone breaks the argument is now eternal.
This conversation is going to keep going until everyone is too bored or frustrated to continue, or until people start attacking each other and it gets locked. If you want to start a new discussion, start it now and let this one fizzle out on its own time. Heck, doing so would probably help accelerate this thread’s death, by giving the people in it something more interesting to spend their energy on.thus I want to end it so something new can be born
Sure, it's all opinion, there won't be any conclusion, you wouldn't expect there to be. It ends when people get bored with it.I know that but at this point, people are just achieving nothing so unless someone breaks the argument is now eternal.
thus I want to end it so something new can be born
Shire hobbits have always been able to defend themselves:That would be the post-Sharkey Shire. Pre-War of the Rings Shire mostly gets by on obscurity and the fact that a wizard is very fond of it.
Both are accurate depictions of the race, of course -- the hobbits could have taken care of themselves all along, whether or not they knew it.
If it’s the one with David Bowie in the revealing tights, then yes
Yeah, such goblins aren’t for everyone.
Nawp! Still didn't say that they were safe because adventurers. They're mostly safe because not able to be found and being able to easily hide when they are found. The adventurers just make it likely that if need be, they can beat back the raid.
Nawp! No amount of defenses will make them safe. There's always risk in a fight. They fight when necessary, but prefer to run and hide. If they're found, something has gone very wrong. If they have to stand and fight, something else has gone very wrong. But at least they have adventurers with weapons if they do.
Well there ya go. Each hex on that scale is 10 miles across, easily enough room for a moderate population of a halfling town. Just pick one and you have somewhere not known for having monsters.
This is a philosophical position. And sure, in real life there is no such thing as luck, just random chance. But if luck is an actual thing, that you can have more of or less of, then yes, it does apply to everything. I already mentioned the Ringworld books, where luck is definitely a thing, and aliens created a birth lottery in order to bread the luckiest humans possible, ending up with someone who is almost invincible. Try to shoot them and your weapon jams. Try to punch them and you slip on a banana skin and fall.Luck doesn't apply to everything.
That implies a level of planning & cohesion not present in FR. Pretty much all of it is going to be default generic human monoculture with a few exceptions for things like silvermoon & other one off cities that some adventure needed a place populated by a nonhuman monoculture that's basically identical to every other town/city that race had their nonhuman monoculture tossed onto the map.Maybe. Perhaps we can get the same area mapped with the population centers marked with a dot and the hexes colored to indicate their general terrain type.