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D&D General My Problem(s) With Halflings, and How To Create Engaging/Interesting Fantasy Races

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Mind of tempest

(he/him)advocate for 5e psionics
Every character is an individual. Saying "all halflings are like this" is no different to saying "all Scotsmen are belligerent ginger drunkards*". Do you not see that?

Certainly not! This is England, we don't talk about personal things!

Nothing wrong with cuteness. But griefing kleptomaniac is not cute. Kender have a bad reputation because of griefing other players, not cuteness.


*Also see: Nac Mac Feegle
all character of a race have a point where they realistically stop being a certain race if my elf is short, lives underground, drinks nothing but beer and hates all other elves am I logically still playing an elf?

I am also in England so clearly, that is not the case.

I did say the kender failed they are just in a certain category.
Kender without kleptomania is fine template for halflings though. Somewhat naïve, inquisitive and brave. Makes good adventurers. I said this before but everyone overlooked it: one issue with D&D halflings is the competing influences of kender and hobbits, as those are many ways complete opposites of each other.
would need more hooks thing to interpret ideally subraces that are not near identical and a cooler look than just short people but it could work.
I've never had this problem.

Then again, my favourite Mass Effect crew memebers are Garrus (doesn't have a human-like face), Tali (wears a face-concraling mask for the entirety of the series), and Wrex (doesn't have a human-like body structure, let alone face), dunno if that has any significant import.
I totally agree with you.
Ok, tell me where it says that halfings, and I quote, " do not seek to become interesting they have no goal beyond getting back home or do what has to be done to get back home."
I will admit it is a negative phrasing of what halflings are most likely coloured by my own perspective, of the love of basic comfort and security as that seems very slothful and is clearly against is corresponding virtue of a rather hard to describe concept.
Halflings are not denying you any other species anymore than Wildemont being published "denied" people Dark Sun. 5E not only retained 4E's new core races, it also restored the two dropped from 4E (half-orcs and gnomes). Part of being, you know, inclusive of varying playstyles.
it takes up page count which is limited, what is available for free which is limited and what is considered core dnd which again is limited thus it kinda does deny what could be, like real estate.
One thing I pondered with halflings is replacing the Lucky and Brave Trait with 2 luck points and letting halfling have more options to spend them.

The idea is that Hallfings are brave because they know they are lucky. Lightfoots are acrobatic because they spent luck points in the past while training. Imagine how acrobatic you'd be if you rarely hurt yourself doing childhood stunts.

Halflings would have a culture based around luck. They'd be adventurous as they know they are protected from accidental tragedy. However they have a culture of not taking constant risk as they know luck runs out. They would get involved more in the world. But halflings would be known for slamming on the brakes and going home after doing a few crazy things.

Halfling Luck
You have 2 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.
If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice.
You regain expended luck points when you finish a long rest.

Halfling Bravery
If you have at least 2 unspent luck points, you have advantage on saving throws against being frightened.

Stout Resiliency
If you have at least 1 unspent luck point, you have advantage on saving throws against poison, and you have resistance against poison damage.

If you have at least 2 unspent luck points, you have resistance against necrotic damage.
I feel like giving them luck power is a copout they need some with more meat to it, plus it is all mechanic they need a thematic overhaul.
Rubbish. 4E didn't "drop" the half-orcs and gnomes. WotC included them in PHB 2, which was also where they published the Barbarian, Bard, Druid, and Sorcerer classes (among others).* PHB 2 and 3 were regarded just as core as PHB 1 in 4E. The idea that WotC dropped the gnome and half-orc is flat-out wrong.

* It's noticeable, for example, that people don't talk of WotC "dropping" these classes despite also being published in PHB 2.
4e had the everything is core mentality which does mean nothing was dropped that ever got published.
 

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Vaalingrade

Legend
No. Small races get disad when using Heavy weapons, but Heavy weapons are things like polearms, greatswords, and battleaxes. A halfing can use a longsword no problem.
Found the problem!

Removing the entire category of reach weapons from the halfling greatly reduces their playability as martials, therefore reducing how often they're played.

It's like if the DM was instructed to punch the player directly in the face whenever their dwarf casts a spell.
 


Found the problem!

Removing the entire category of reach weapons from the halfling greatly reduces their playability as martials, therefore reducing how often they're played.

It's like if the DM was instructed to punch the player directly in the face whenever their dwarf casts a spell.
Nah. There are plenty of other weapons to choose from, it's fine. Granted, polearm master being OP might have negative effect on halfling popularity.
 

Mind of tempest

(he/him)advocate for 5e psionics
Found the problem!

Removing the entire category of reach weapons from the halfling greatly reduces their playability as martials, therefore reducing how often they're played.

It's like if the DM was instructed to punch the player directly in the face whenever their dwarf casts a spell.
honestly, that is just a dumb rule and it should stop being one.
Yeah, a drow that likes beer.
I knew I forgot the beard and the axe.
 

Vaalingrade

Legend
Rubbish. 4E didn't "drop" the half-orcs and gnomes. WotC included them in PHB 2, which was also where they published the Barbarian, Bard, Druid, and Sorcerer classes (among others).* PHB 2 and 3 were regarded just as core as PHB 1 in 4E. The idea that WotC dropped the gnome and half-orc is flat-out wrong.

* It's noticeable, for example, that people don't talk of WotC "dropping" these classes despite also being published in PHB 2.
The misinformation campaign directed at 4e was effective on a level that rivals any political version thereof and persists as solidly as the idea of Catherine the Great's equestrian enthusiasm.
 




Mind of tempest

(he/him)advocate for 5e psionics
No. What would be dumb if a three feet tall person could use a six feet long zweihänder or a ten feet long polearm without an issue.
those things are lighter than you would think, it is more a question of rebalancing the weapon which is not something I know much on but it can be done.
 

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