Maxperson
Morkus from Orkus
Who said anything about famous, Mr. Strawman? I just said that they have other crafts, which is a fact.Then what crafting are halflings famous for?
Just "other things"?
Who said anything about famous, Mr. Strawman? I just said that they have other crafts, which is a fact.Then what crafting are halflings famous for?
Just "other things"?
You find practical camouflage unbelievable but a little guy literally handwaving a village away from sight and, I suppose, memory permanently to be logical.
Here's what it comes down to. D&D settings are fictional. Any political, botanical, economic, scientific, philosophic, or whatever other baggage you want to bring in from real life, you've chosen to carry on your own back. If that baggage prevents you from believing a thing, it's on you.
Your primary silly assumption was that you have any kind of authoritative knowledge of fantasy agriculture.
Show me where it says she does as much as the Halfling goddess.
Who said anything about famous, Mr. Strawman? I just said that they have other crafts, which is a fact.
Yes, I fixed it for me. I can repeat it for an 8th time if you would like.
I homebrewed Halflings and fixed them for my games.
I homebrewed Halflings and fixed them for my games.
But, I had to homebrew halflings and fix them for my games, because there were things we were told about halflings that just don't work. Or, I made the same assumptions for all of my races, and then was told that I am out to erase halflings because I hate them.
In my world you would be very hard pressed to find a village or town without a palisade and a handful of guards. Even the safest places have been known to get attacked by cults, undead or demons, let alone some of the other threats that are out there. I was told that was bad of me, because it makes halflings into something they aren't.
I assume that everyone trades. Trade shaped the world, and so it has to be important to a fantasy world. Trade is incredibly dangerous, that is partially why paid mercenary work exists, because caravan guard duty is a pretty common gig, and either you are hired by the trading company, a merchant, or the government. It does make a few things more expensive, if I ever got my economic system finally ironed out, but there is also the sheer amount of practical magic that can be leveraged. Very rich trading companies use Teleportation Circles, for example, which can allow instant transportation of goods daily.
But again, just because I came up with all of these solutions, doesn't mean that the problems I have pointed out to fix don't exist. Just because I can give halflings leather armor and crossbows and say that they have a force of rangers who protect them from monster attacks doesn't mean that the book tells me they just get a few "good ol' country boys" and hit monsters with sticks to drive them off.
Almost as if the books specifically said "Gnomes are master of illusion magic" while not telling us that halflings have a strong tradition of College of Creation bards, and instead said "they are farmers"
You were the one who equated them to her. It's on you to prove the equivalence or concede that she does more for Halflings than they do for their followers.I love how you assume that is the problem. I posted three different things in that post, and you want me to find you explicit proof that the Goddess of Agriculture for humans does just as much to help agriculture as the halfling Goddess of Agriculture.
Not my problem. They get it. That's what we have.What makes the halflings so special that they get so much direct divine intervention?
I have specifically mentioned the ones that they specifically mentioned, but they also implied other crafts and that those crafts were enough for the village to function.So, you have no idea other than "other crafts"
Wow! A Strawman(I never said that) and a False Equivalence(equating skills to their luck and divine aid) in one sentence. You're outdoing yourself today.Well, humans have "other crafts" to, therefore they must be able to use practical camoflauge to perfectly hide their villages, right?
If Kurtulmak doesn't have a sense of humor, that's on him.in 1E and 2E, they had a special hate-on for gnomes. Something to do with their gods mixing it up, IIRC, kinda like orcs and elves....
The lord of that city doesn't need to take over the halfling shire by force, that's likely the least effective way. Simply making it known to bandits & intelligent monsters that getting caught doing badstuff on lands loyal to the lord is punished severely and that the shire is not loyal to the lord. From there he just needs to wait until the shire comes asking for help to save them from the bandits & monsters. History is full of examples where bandits & other unsavory are driven across the border by a more powerful "nation"(or whatever) until someone important enough comes asking for a liberator.