Whizbang Dustyboots
Gnometown Hero
No, that's just me saying it's what I would have liked, if it didn't look like Jack Vance, who was hardly the current reading even in 1974.I don't think D&D magic has ever looked like A Wizard of Earthsea.
No, that's just me saying it's what I would have liked, if it didn't look like Jack Vance, who was hardly the current reading even in 1974.I don't think D&D magic has ever looked like A Wizard of Earthsea.
Whoops, I'm wrong. The Complete Arcane came out the same month (November 2004) that WoW left beta and entered commercial release. So they're realistically about the same age, just a very different take on the idea. WoW's early design especially was heavily inspired by EverQuest and there's a direct line between EQ's necromancer and WoW's warlocks, especially in those early days.Really? did not imagine that Warlocks were that recent in DnD guess 17 years age of WoW ... sheesh when 17 years starts feeling recent
It most definitely isn't. There may be more things in them that resonate with you.
Wrong. Both dwarfs and halflings have three pages in PHB, same as most other races, including humans. That's more than what half-elves, half-orcs or tieflings have, they got only two pages. Elves have four, as they have more subraces than any other race.
Yes we know that elf and dwarf lore contains more things you personally find more interesting. You’ve already said it many times. It is not relevant, you can stop repeating it. That you find strife and enemies more interesting than love of simple things or curiosity doesn’t objectively make it so.Nope. There is more. Objectively true.
Just off the top of my head... DMG includes magic items that tie into Dwarven and Elven lore. Halflings have no such items. Baseline dwarf and elf lore includes schisms within them, halfling lore includes no such things. Elf and Dwarf lore includes common conflicts that the races face, and thoughts about how they compete and struggle against other races, such as giants, orcs, ect. Halfling lore has no such thing. Elf and Dwarf lore includes an origin story, halfling lore does not.
Iffy on it being "baseline" lore, but Elven and Dwarven lore also ties into specific subclasses, The Bladesinger and the Battlerager. Halflings have no such thing.
I'm not saying whether the lore is good or bad or if it resonates with someone, I'm saying it exists. And none of that exists for halflings.
And page count doesn't tell you everything. Especially since humans being the special case have the least lore out of just about anything in DnD. Especially if you cut out anything setting specific, they are the blandest and least written about group in the game. But, they are humans, and that makes them a special case when it comes to lore.
I've made an archetype and made wizard familiars more intelligent. That's it.
Well, first, that's not a canonical class. At this point, I haven't allowed any completely homebrew classes or archetypes. Of course, nobody at my table has asked for one. I don't think anyone has even asked for any classes or archetypes from a published 3pp, even the ones I've said are available.
Secondly, that's D&D Wiki, well known for including unbalanced crap. Why would I take a class from that site? You'd've been better off using an example that's been well-received, like say, KibblesTasty psion. At which point I would have said "if one of my players had asked for it, I'd have read it through and made a decision then."
Third, why are you comparing taking a likely not-properly-playtested or unbalanced class adapted from a poorly thought-out 2e supplement (yes, I owned it) to keeping a race that's been around since D&D started? That's not apples and oranges; it's apples and carburetors.
Your point above has nothing to do with this conclusion.
Insufficient for whom? You? Because it's clearly not insufficient for me, considering the amount of material I've shown you from it. Not even my extrapolations like the puppet ruler stuff; just the stuff that's directly written in their PH and MTF descriptions.
So again: just because you don't like halflings doesn't mean they're bad or insufficient. And your opinion alone is not enough to chuck them as a race.
Could they use more lore? In the Realms and Greyhawk, they could benefit from it. They have a lot of important lore in other official settings. The problem is with the Realms and Greyhawk, and for the writers for basing their PH halflings off of those settings instead of off Eberron or Dark Sun or Birthright.
The same way that every elf speaks Elven and every orc speaks Orcish (and they nearly always hate each other), and the wizards on Toril and Krynn can cast Bigby's hand, and there's an eye and hand of Vecna and a rod of seven parts on every world.
The real answer is: it's D&D.
If you want a more in-game answer, halflings are adventuring travelers who tell stories to every other halfling they meet, who then tell those same stories to every halfling they meet, etc. And they have a good memory for stories and not much need for confabulation (as extrapolated by their lack of need for ornamentation, which suggests they might not feel the need to invent things for their stories) so that it doesn't devolve into a game of sending stones (they haven't invented telephones yet).
Or, more realistically, no, not every halfling knows all the stories. But they know a lot of stories. If one halfling doesn't know a particular story, then they can likely point you in the direction of one who does.
Let's take a single continent. Are we trying to claim that every single remote dwarf fortress is an filled with expert crafters who uses their enormous lifetime to make the best and most enduring things? That all dwarfs are like this? No clan churns out crappy stuff, or turned to the dark side and came up with the idea of planned obsolescence in order to get more human buyers, or said "screw rock and metal!" and become expert ranchers, or just decided to go into ranching or pillaging and raiding?
Why is it you're willing to say that dwarfs are so important because they're all great miners and crafters, even though its illogical that all of them would be--or that even a majority of them would be--but not accept anything similar about halflings? Every trait you've been shown has been dismissed by you saying "well, it doesn't say all halflings" or "other races do that too."
If you can say that all dwarfs, or a majority of dwarfs, are all expert crafters then why can't you say that halflings are all expert storytellers and lorekeepers? It's part of their actual racial description, after all.
Why are you unwilling to take the exact same logic you've applied to elves and dwarfs and who knows what else and not apply it to halflings?
Since I made this claim right away when I said that the books support halflings being adventurers by saying that they're curious and nomadic, I think this is just proving that you're unwilling to think much about what you're reading.
Hmm, may be blessed by a god with an insatiable need to seek out stories, treasure, new locations, etc. Sounds about right. Sure, why not?
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Affably Evil - TV Tropes
Traditional villains are evil in thought, word, and deed. They Kick the Dog every day, just because they think it's funny, they can't sympathize with the pain of others, and/or they think no suffering is too great when it serves their cause.tvtropes.org
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Ebenezer Scrooge - Wikipedia
en.wikipedia.org
Alignment. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.
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Neighbourhood-Friendly Gangsters - TV Tropes
It's not enough for it to just feel good to be a gangster, you should also win the sympathy of the audience and community. Since racketeering, trafficking women, random murders and selling drugs don't really fly with the general public, heroic …tvtropes.org
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Villainous Valour - TV Tropes
This is one method for avoiding doldrums from having an Invincible Hero. Scenes of Villainous Valor show the antagonists to be outmatched, forcing them to rely on daring, cunning, skill, and determination to hold their own against the heroes, or …tvtropes.org
Ah, but we're talking about racial traits, not individual traits.
So... you don't actually have anything, then.
Right. Dwarfs have even fewer interesting traits than halflings. Or am I just to think "they are gruff craftsdwarfs" and that covers 85% of it?
Why is one big trait for elves and dwarfs better than one big trait and/or lots of little traits for halflings?
Haughty and Gracious. Although they can be haughty, elves are generally gracious - even to those who fall short of their high expectations - which is most non-elves. Still, they can find good in just about anyone.
Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
You still haven't said why this is a bad thing. Obviously, people don't need to follow the lore to play a member of a race at all, or all the elves you've adventured with would be haughty, a bit racist, and chaotic. A purist may go so far as to say that any player you know who didn't play an elf as haughty, bit racist, and chaotic playing them "wrong." Which just says that having all that lore you demand is not only necessary but possibly even counterproductive to a fun game.
Which halflings aren't like and nobody has claimed they are. Not all halflings are ultragood, and not even individuals are pure good.
There's a section in MTF called "Bad Apples" and says that many of them "find a way to turn idleness into an art form." People in this thread have talked about how halflings, for all their welcoming ways, may not give a crap about anything that occurs outside of their homes--that it's very possible to see them as defining FYIGM.
And anyway, nobody has claimed that they're perfect. Just that they're nice people, and that it's perfectly OK for there to be a race of just nice people in a D&D setting. You may find nice people to be boring, but that doesn't mean they're bad.
The base of providing information from a thousand years ago? Yes, they do. Because you can't play a thousand-year-old elf and act as the infodumper in most games ("You're a thousand years old? And you're only third level? Also, this is DM info only; your character wouldn't know it"). You can go to your NPC millennial elf to get info told to you, or you can go to a library and have the info read to you by an NPC human sage. They're both going to be unreliable in some way that benefits the plot. Functionally, a really old elf and a human scholar are the same.
Says who? If anything, they'd have more weight of the ages because they generally look older. Who seems more knowledgeable to you: A 500-year-old who looks like a wise granpa, or a 500-year-old who looks like they're 20? This isn't a movie where you can have the type of lighting and FX that made Galadriel so impressive. This is a RPG. You're limited by how good the DM is at conveying atmosphere.
And I've always read them in exactly the opposite.
And I've usually seen elves as having a wide array of lesser magics, but very rarely having to cast anything big because those spells were cast 10,000 years ago and they've never had a need to cast them again.
Unless all the PCs are crafters or Artificers, does it matter that you can't play fire giant? And in that case, you're playing a very odd version of D&D. Makers & Marketplaces, maybe.
Yes, I know that image. It's a great one. I like it. But if there hadn't been any dwarfs there to do that, the world wouldn't be bereft.
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Coral Castle - Wikipedia
en.wikipedia.org
There is very little that is beyond human skill, says the human writing on a computer.
Because the PH lore is based on the Realms and Greyhawk. So again, the problem is with those settings. Not with halflings.
I've barely seen elves and dwarfs as being depicted with food, other than the aforementioned elven wine, lembas wafers, and dwarven ale. And plump helmets. But that's a different franchise.
Yes. Those are regional human gods. The fact that some nonhumans worship them, and that some humans worship nonhuman gods, does not change the fact that there are numerous human gods. Not "occasionally worshiped" by humans. Primarily worshiped by them.
The Realms isn't Eberron or Dragonlance, where there's a set of god worshiped by everyone. It, and Greyhawk, have human gods (which vary by location) and nonhuman gods (which don't).
No, but if they roll a 1 when making a save against a trap or when rolling to search for treasure, they can reroll. It's a lucky, last-minute effect: it looks like certain doom, but they manage to dodge out the way just in the nick of time; they can't find anything through diligent searching, but then the torchlight glints off a piece of gold they didn't previously notice.
I guess you don't have players who like to roleplay being afraid without mechanical incentive to do so.
Their hands don't tremble with fright and they aren't so terrified they can't look upon the source of their fear. Meaning they can willfully approach the source of terror and their don't suffer disad on attack rolls against it. If they fail their save, which is less likely because of the advantage and the Luckiness.
No, I am not rewriting them. You simply don't understand what it means to have advantage on saving throws against being frightened.
Hell, the fact that they have advantage rather than immunity tells you that they feel deep, paralyzing fear at times--just not as often as other races do. Did you just not read the entry?
Maybe it's simply biology that prevents them from having a strong emotional reaction to fear. Maybe it's that halfling pipeweed that keeps them calm. Maybe it's something else. Who cares? Do you care why elves can't be put to sleep magically because of being fey, but most fey--including the actual fairies from the recent UA--have no such immunity?
OK, it's a free range gelatinous cube found in the open plains and meadows instead of in a dungeon.
Tumble. A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn. (DMG page 272.)
Yes, this should be in the PH. The books are not well laid-out.
Yes, that is what one does with traits. Otherwise, you have to assume that all dwarfs are born knowing all about stonework. After all, the PH doesn't say that they take stonework classes. How do you justify that knowledge?
Humans and everyone else have to make a check to tumble through a larger creature's space. Halflings and other Nimble races, if there are any, do not. You can assume that they're bendy, or you can assume it's just an auto-success on Acrobatics, or you can make up another reason. Your choice.
I have no problems with that.
If it wasn't clear before, I have zero interest in "tradition". Changing things does not bother me in the slightest, usually. And certainly refusing to change things simply because that's the way it was done before is the bane of existence.
I would point out though that @Chaosmancer has claimed that I "went further".Not really. My point has always been that the PHB should reflect what people are actually playing, not what a handful of grognards think it should be. The fact that the newer races, like tiefling and dragonborn immediately shot to the top of the list is evidence, I believe, that people are not all that interested in the "Tolkien" races anymore. Folks are ready for D&D to embrace ALL fantasy, not just fantasy written the better part of a hundred years ago or more.
Yes, I accept that Tolkien and Howard and the greats of the genre are all owed a great debt of gratitude. I get that. Totally agree. We wouldn't be where we are today without them. But, that gratitude shouldn't mean that we must never change the game and must remain tied to the choices Gygax and Co made fifty years ago for what to include in the "standard races". The genre and the hobby has changed in the intervening 50 years. We cut our teeth on Tolkien and Howard. Todays gamer cut their teeth on Rawlings and Martin.
Does anyone who wants halflings to have more/better lore have concrete examples of that? I know everyone has grievances with each other, but that doesn't really address the base issue and what the OP was theoretically originally about.
What would you do to make halflings worth adding to your campaign/playing? (If it's "nothing, they're good," that's fine -- we don't need to revisit how the people who think otherwise are terrible people with bad haircuts.)
While there's an element of "eye of the beholder", I also think there's an argument that, in a game that takes as its premise heroic adventurers motivated to confront the adventures and challenge the GM frames them into, lore about strife and enemies does more heavy lifting than lore about the love of simple things. We can see this in both The Hobbit and LotR. The love of simple things matters to the inner lives of the Hobbit protagonists, but - by default - that sort of inner life doesn't feature prominently in D&D play, does it?Yes we know that elf and dwarf lore contains more things you personally find more interesting. You’ve already said it many times. It is not relevant, you can stop repeating it. That you find strife and enemies more interesting than love of simple things or curiosity doesn’t objectively make it so.
Yes we know that elf and dwarf lore contains more things you personally find more interesting. You’ve already said it many times. It is not relevant, you can stop repeating it. That you find strife and enemies more interesting than love of simple things or curiosity doesn’t objectively make it so.
Query: Would you agree or disagree that the following two characters have a meaningful difference between them?Except... very few of us are arguing that halfling stereotypes aren't good for adventurers. We are talking about how empty the lore is. And, when we push back and say that "hey, just being an innocent soul isn't enough for a race" we get slammed for talking about character traits, because then any race can be anything. But, the posts we are responding to are saying "we play halflings because they are innocent souls" and use that character trait to defend the race.
So... it is fine to use character traits to defend halflings, but if you mention how they are character traits and not really something you should apply blanketly to a whole race, we are the bad guys for mixing character traits into the discussion? It doesn't make any sense.
And, sure, you can ignore everything that isn't Eberron if you like. I enjoy Eberron a lot, it is an incredibly cool setting. But when talking about how the Game of Dungeons and Dragons has treated a race of characters, going beyond the single current setting that intentionally breaks with the tropes of the game is a necessity.
Steeldragon
Bedir than
Oofta
All three of them said it. I responded and quoted directly all three of them saying it. Unless you are saying they are nobody, then you are wrong.
And, for added confusion, your point #1 is nonsensical. Removing halflings from the game (which is not something I have ever advocated for in this thread) would not remove honest, naive characters from the game. Or any other combination of character traits that they are saying they like. The concern that removing halflings from the game removes something like "caring for the simple pleasures in life" from the game is bizarre and flat out WRONG.
And I don't care how many times I have to repeat it, but every single time I see that argument I will dispute it. Being against halflings isn't being against good honest folk, or simple brave people, or whatever other nonsense people want to do to try and limit the character concepts I play and make it seem like halflings are the only route to doing something other than edgy grimdark overpowered characters.

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