D&D General why do we have halflings and gnomes?

Size is a huge factor there. A human sized sperm whale wouldn't survive. The structures necessary wouldn't function to resist the huge pressures.

Maybe. Beaked Whales can go deeper and are smaller, they are just less famous.

No. A triton would be limited to very shallow waters based on their size. Or maybe the game doesn't care about that level of realism and to heck with pressure, it's fun to dive deep!!

Or you are wrong and they very well could have a biology that could deal with the pressure changes. Also, nothing says how quickly they descend, which is really the biggest factor.
 

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I have this thing called reading comprehension. It says exactly this...

"Sometime in the 1400s DR, settlers from Neverwinter and Waterdeep resettled the ruins of Phandalin, and it was well-established by 1491 DR.

In the 15th century DR, a group of bandits known as the Redbrands, or the Redbrand Ruffians, settled in Phandalin, and made their lair under Tresendar Manor."

This gives us a time period of anywhere from 10 years (from 1490 to 1500) up to 199 years (from 1400 to 1599) depending on the nebulous "When did the first settlers move in and reclaim it" which is never said to "What year did the bandits move in?" which is also never said. In that 10-199 years the worst thing that happened was some bandits killed a townperson and kidnapped their family.

Well, thanks for insulting me, really makes me feel like people are reading my posts to be told I don't have reading comprehension.

Oh, by the way, do you happen to know history terms as well? Like the fact that by the 15th century they generally mean 1400 to 1499. Also, that the current year in the Forgotten Realms is 1493.

Meaning actually, if you are following the official canon, it was within 2 years of being established, since Mines of Phandelver would take place in 1493. I said less than 10, because it was possible that the writers of FR didn't follow historical precedent and actually meant the 1500's, and they were setting in the "future" of the official setting. Weirder things have happened.

But, feel free to use your reading comprehension to double check me in the official adventure. Maybe it really was 200 hundred years, but I'm betting it was closer to two years after being reestablished.
 

The use of "long ago" was meant to imply "and now its commonplace", but I guess if your goal is to throw up roadblocks to anything regarding halflings (even through you breezed right through triton issues with little resistance) then no amount of anything anyone says is going to let you see how you are holding them to some sort of odd higher standard than every other group.

Wait, you wanted me to take a crop that you specifically called "more of a family heirloom and less of an industrial crop." and say that it is now commonplace in every halfling village?

Dang, can I get some of those family heirlooms from all of humanity? I mean, I got some lead crystal from my grandmother, but I'm sure other people have way nicer stuff if we are giving family heirlooms to their entire race.

Or maybe my lack of reading comprehension is catching up to me again, maybe family heirloom doesn't mean something inherited within a single family.
 

You know, I was assuming the 15th century actually meant 15XX in this case because of the way it followed an already established point in 1491, but then further digging has Ed Greenwood saying it's nebulous but right around 1490, so I will say that's what I get for using the internet as a source.

This then leaves us with anywhere from 0 to 90 years for the bandits to move in, which is fairly useless for determining how dangerous that place is. Maybe someone really into the lore can clarify, I don't even own the adventure. I just know it's the 5e generic small town for many new players, and it's not described as dangerous as some here are saying all undefended small towns on the frontier are.

Well, I lack reading comprehension, but doing a little basic research I found this "Iarno was initially a member of the Lords' Alliance, who was sent to the town of Phandalin to establish constabulary (as the town did not have a powerful authority).[5]

1491 DR,[note 1] Iarno broke ties with the Lords' Alliance and created the Redbrands under the guidance of Nezznar."

So, the Red Brands seemed to have moved in right around 1491, since we have an established date for their formation. Oh, and Nezznar was a drow, the main threat behind the adventure, this little tidbit is fun

"Circa 1491 DR,[note 1] the drow promised a share to Iarno Albrek of the Lords' Alliance in exchange for his loyalty and aid. Nezznar was the true leader of the Redbrands, controlling them (as well as the Cragmaw tribe of goblinoids) in the hopes of finding Wave Echo Cave and unlocking its secrets (while also keeping it a secret for himself).[1]

After finding the mine, Nezznar came across two of the Rockseeker brothers, Nundro and Tharden. He slew Tharden, but kept Nundro as a hostage, as he thought the dwarf knew more than the he was letting on. From then on, he focused on getting to the legendary forge, but was set back by hordes of undead, and rooms full of poisonous fungi.[1]"

So, to reiterate.

Phandalin was destroyed by orcs. Then five hundred years later settlers went to the ruins to clear it out and rebuild.

The same year the town was "well-established" a Drow turned the wizard who was sent as a Constable, helping him form a gang of brigands to terrorize the town, including a Nothic. The Drow also controlled a nearby tribe of goblinoids, lead by King Grol a Bugbear in Cragmaw castle, who had enough forces to send his Lieutenant Klarg, a hobgoblin to run an outpost near the town. So, easily thirty to fifty goblinoids without checking the adventure.

This drow and his squad, which this drow also controlled a massive spy ring, as well as his pet Giant spiders, were busy in the cave because of hordes of undead.

This adventure also features a nearby banshee, a village full of blights and possibly zombies, and a young dragon. Oh yeah, there is another nearby ruined village in Thundertree, and the mine the Drow is in was destroyed and abandoned, and there was a gathering of orc forces at Wyvern Tor....

But yeah, this just proves Faerun is totally safe and you don't need to worry about being attacked by anything. I mean, within a few years of being resettled there were only... five diffferent threats that could have destroyed the town, between the bandits, the goblins, the drow, the dragon and the orcs?
 

Maybe. Beaked Whales can go deeper and are smaller, they are just less famous.
Smaller, but still big compared to a Triton. The smallest beaked whales weigh in at around 2300 pounds.
Or you are wrong
I suppose there's a first time for everything. ;)
they very well could have a biology that could deal with the pressure changes. Also, nothing says how quickly they descend, which is really the biggest factor.
You're right. Nothing says, which is a very, very strong indicator that the game just doesn't care. If it did, it would say so.
 

So ... Halflings are bad because they not elves, dwarves or any of the other races. They're bad because they have the audacity to be different. Because all species, what, need to be militaristic murder hobos?

I can't argue with that. Literally. Because it makes no sense. Have a good one.
How is "Halflings are safe because of their luck" any more flimsy than "elves are good at magic because they are magical" or "dwarves are resistant to poison because they're sturdy? "

Because it's a homebrew reasoning and halflings are popular in D&D. So Halflings are very different at different tables at rates higher than other races. You can get blessed folk, to pseudo leprechauns, to little ninjas to dog knights to protected hobbits to tough travellers to unbreakable shorties because DMs must focus on different aspects of the race and the ideas/foci are not shared.

So no one agrees what a halfling is and why they act like they do. Whereas for the rest, there is a shared image and I the DM can choose to break the rules or keep them.

There's nothing wrong with being different. Just put in the work on explaining how it still fits. How the 4th iconic race if D&D fits the setting. Let me change it rather than digging a hole in the lore.
 

Sure but that's not the level of accuracy that started this. It was a farmer who:
  • Not some super druid. just an unnamed npc farmer
  • Grows/raises all the fruits vegetables grains & livestock to feed his family so they don't need to engage in trade
  • Grows everything needed to brew/distil the alcoholic beverages him & his family drink
  • Does the brewing/distilling to avoid trade
  • Doesn't have any interest in exotic spices
  • Realizes boiled unstalted gruel & similar is unappealing
    • adds pepper growing and silk production on top of everything else
Subtract the selling bit and you just described rural America in the not so distant past.

I have a great uncle who:
  • raised hogs and chickens that he fed from his garden of corn, beans, tomatoes, potatoes and squash
  • made moonshine with his corn
  • his wife helped in all of this plus grew herbs on the back porch.
  • extra labor came in the form of 'parties' where family like me were tricked into helping slaughter or butcher hogs and can vegetables.

He sold the moonshine as his primary means of profit. In another era, if he had say a neighbor who raised cows and goats, that'd take care of milk and textiles. As it was, most of his money went to creature comforts and making his house as kickass as possible.

As far as I know, he couldn't turn into random woodland creatures or singlehandedly unbalance a D&D game.
 

There's nothing wrong with being different. Just put in the work on explaining how it still fits.
They have. You just don't like it.

Look, I don't like hyper-long lived races. They make history too long and would do annoying things to politics and society.

However, I don't start making up reasons they can't exist or claim that the lore doesn't account for them just because I don't like how it's handled.
 

They have. You just don't like it.

Look, I don't like hyper-long lived races. They make history too long and would do annoying things to politics and society.

However, I don't start making up reasons they can't exist or claim that the lore doesn't account for them just because I don't like how it's handled.

I never said halflings shouldn't exist.

I just want a clarification of if they live by good luck, divine blessing, and/or acrobatics.

I keep getting different answers because the official reasoning changes.
 


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