Garthanos
Arcadian Knight
Contributed massively to my love of maps and mappingSo... he made a map and he gave them songs?
Contributed massively to my love of maps and mappingSo... he made a map and he gave them songs?
And again, since no other race has been specifically called out for being chefs or farmers (saying "here is a list of foods other races are known to have made" or "other races cook and farm" is not the same thing), there is plenty of indication that halflings either do it better than anyone else or are more famed for it than anyone else.
Or it could be pretty common. Natural 1s are not uncommon in my game. We often get one or two per session in my group. The fact is, halflings have an edge that helps them out in that situation. If they never get to use that particular trait--well, it's not like they wasted skill points or a feat on it. It's built-in.
Apparently you don't.
One: Find ways to portray the luck. Think of lucky things that can happen to people, and have them happen to your halfling.
Two: Think of ways to highlight the PC's race in other ways. I gave you examples. Or, think of ways to highlight the PC without resorting to their race. Make them feel special because of their class or background or something in their backstory.
Three: Do these exact same things for every other PC. Do you go out of your way to include stone so your dwarfs can be cunning? Do you describe the weather so that wood elves can hide in the rain or mist or snow? Do you include animals and plants for your gnomes and firbolgs to talk to? Do you find things for other races to do, even when they don't have traits specifically built around these sort of things? Like, do you try to make your orcs feel like they can be as orcish as possible?
If not, then why single out the halfling?
This is something you've never answered. You insist that you have to portray halflings in a particular way, yet you've never once said if you do the same thing for anyone else, or why you think all halflings have to behave a certain way. Nor have you said why the halfling Luck has to matter. It's unlikely that you go out of your way to make an elf's Fey Heritage matter. Do you? When I've asked you these things before, you don't answer.
So what you're saying is that, in one game, a trait may matter a lot. And in another game, it might not matter at all.
So, to extrapolate that to halflings... in one game, a halfling PC may roll a lot of 1s and/or come across a lot of monsters that cause the frightened condition, and in another game, they might not.
You keep claiming it's possible to go for sessions or entire campaigns without ever rolling a 1, but you never seem to acknowledge that the reverse is also true, and that due to the random nature of the dice, you may get a bunch of 1s in a row.
Yes, luck is fickle like that. It's a known thing. I'm sure halflings are aware of that, too. That's why the books list them as superstitious instead of simply relying on luck entirely.
But that's also an if. I don't throw monsters or plots at people just because I know a character has a resistance to something in that plot. That would be pretty stupid. Instead, I use plots and monsters that are relevant and interesting.
No duh. But being superstitious means that you have the (false) belief that you can control the luck by engaging in certain rituals and, at the same time, ignoring when it doesn't work (postdiction). You keep wanting to know how to portray halflings; well, here you go: one of your halfling NPCs has a lucky rabbit's foot. When they succeed on whatever, they credit the foot. On rare occasions (when they roll a 1, reroll, and succeed), the luck actually works. Is it because of the foot? Well, does your world have a deity of luck you can call up and ask?
Except there aren't really any problems with either Lucky or Brave. There are problems with you being unwilling to portray it. And Nimbleness is super-easy to portray outside of combat. There's a crowded marketplace? Lots of people crowding the bar? A bunch of people blocking the view? Doesn't bother the halfling.
You can even extrapolate it to include non-people obstacles. There's a ton of stuff blocking the route the halfling wants to go? You can either let them get around that stuff, or give them advantage on an Acrobatics check to do so because they're so Nimble.
No, the second paragraph isn't RAW. So what?
So what? PCs are individuals. You've said you're against racial alignments, right? So you shouldn't have a problem understanding that not every halfling is going to be lower-case brave in the face of danger.
Also, and once again, upper-case Brave is a specific trait that only refers to the frightened condition. A not-brave halfling is still going to have the Brave trait and be less affected by dragons and beholders and ghosts (oh my) while at the same time being really scared of going down the dark tunnel. This is perfectly fine.
Tabaxi have the trait Feline Agility. If someone wants to play one but decide that their PC has a peg leg that reduces their speed, are you going to forbid that because they wouldn't be playing their racial portrayal?
Then one of two things should occur:
(1) You can talk to your player about how to make the character more enjoyable. Perhaps you can replace Lucky and/or Brave with a different trait of equal power, importance, and interest that fits the character better. If you haven't already, you can look at the halfling gifts in the Level Up playtest for inspiration.
(2) The player can make a new character or retcon their halfling into a gnome or goblin.
You are trying to revamp an entire race here based on the desires of a person who doesn't actually exist and who is complaining about a problem that exists entirely in your head.
(1) Talk to the other players and find out what they would find fair and unfair. Also, remember, and remind the players as well, that most other races have built in magic, damage resistances, and/or combat bonuses, and halflings don't. And since Lucky is, as you say, occurs only one time in twenty, if that, then the halfling Luck can manifest in other ways and not be OP.
(2) Make it copper pieces instead of gold. Make it interesting things that don't have a mechanical benefit. Like, somebody ordered one pie but got two and decides to give one to the halfling because it would go bad before they could eat them both. Or the halfling managed to avoid the mud puddle through sheer luck while another character (or NPC) got mud all over their shoes and pants. If the characters (not players) decide to flip a coin or draw straws for whatever reason, then the halfling's player gets the result they want. Make it a entire random table of little, interesting things that could happen.
(3) Make it interesting things that do have a mechanical benefit, but only as a direct result of the PC actually doing something. Say you have a halfling pickpocket. Then--once--have this occur to them:
View attachment 138928
Even if they person they stole from doesn't look rich enough to have a bag of diamonds. Of course, that can open the door to other plots, like the owner of the contents of the purse tracking the halfling down with a gang of guards in tow. As halflings know, luck is fickle.
(4) Have planned events occur as normal, but credit them to the halfling. The PCs want an audience with the mayor. You had already decided they were going to get that meeting. Tell the PCs that the mayor had been really busy but a prior meeting got canceled so now she has time to see the PCs. Must be that halfling luck! Or, as I previously suggested, if you already know that the bad guy's attack is going to miss, say it's because of a bit of luck instead of just a bad roll.
(And please, don't reply by saying these are too situational. That's the point.)
Or, you need to give the players a clue as to the story. Welp, halfling manages to overhear some people talking about it.
(5) Roll on this table of lucky things or have the lucky event occur only once per session or adventure instead of "constantly."
Or maybe, just maybe, you should actually consider what people are telling you instead of instantly dismissing it.
I have given you advice. Instead of saying "well, I don't know how that would work, can you explain it, also, here's idea I just had," you've said "no, that doesn't work at all, the end." You're not "struggling with something nuanced." You're flat-out refusing to accept or even consider any answers or ideas given to you. If I'm getting short with you, it's because I'm really, really tired of that. Seriously, if you're going to just ignore everything I suggest, then don't bother replying to me.
And thus, here's some homework. Number 2 above? Interesting things that don't have a mechanical benefit? Try to think of five such things. You don't need to actually reply with them here; I don't need to see your work. But try to think of them. Because if you ever actually get a halfling in your game, you're going to want to have some ideas prepared, since you insist on having Lucky portrayed as something other than just a mechanical benefit.
So what you're saying here is that it's utterly pointless to try to depict the Lucky trait, and thus proving my point that you are refusing to accept advice or ideas.
So maybe what you need to do is not bother to portray the Lucky trait. Or actually take some advice. Or do it and see if the other players are OK about it.
Well, you missed the major thing, which is players play their characters. You seem to have a problem remembering that.
Earlier, you talked about the person who you think wanted to play a halfling just for that +2 Dex. While I'm sure there are people who want to play halflings because their Lucky and Brave, I think most people either do it for that Dex bonus, because they want to play a short Everyman, or because they want to go against the halfling tropes.
Yes, so? Unless they're a halfling, they can be as brave as they want, but they still don't have advantage on saves against being frightened. Unless they're a member of a class or have another ability that gives them that trait.
Let me see if I understand you: You have an NPC halfling who is both cowardly and brave, or possibly just cowardly but has the Brave trait, and a genasi sorcerer who is generically brave, and... what point are you trying to make here? And why is this NPC halfling so important again?
If you want to show the halfling NPC is brave, you can have them run into battle against the monster, or try to convince the PCs to travel into the Dark And Scary Location (or into the bar filled with heavily armed, armored, and scary people who are drunk and angry) because it'll be cool, or be the first to walk on the rickety, swaying bridge. Mind you, it's entirely possible that the players will then immediately decide that the halfling is an idiot or possibly luring them into a trap, but oh well. Them's the breaks.
Almost as if you're just making stuff up right now, since you had repeatedly said that you would have to make PC halflings act in certain ways so they can be Brave or Lucky, or that you would have to make non-halflings act cowardly or unlucky.
Try to learn the difference between roleplaying and mechanics.
An orc barbarian can be super-brave and still not be good at protecting their mind from magical attacks that would inflict the frightened condition on them.
So basically, you're willing to actually change the rules because otherwise, you might have to accept that there are a couple of times where halflings get a bonus to their saves but gnomes don't.
Yes, so that you could "prove" that gnomes are just as resistant to fear as halflings are.
Except that this is a very specific case involving a very specific condition. You could easily say that a dragon's roar involves infrasound or a dragon's scent includes fear-causing pheromones and thus has the same effect as magical mind-control (which also takes away their emotional reactions, by the way). And no matter the origins, you can say that it affects their biological processes--the trembling hands and quickened heart beat interfering with combat that I mentioned ages ago--but not their mental or emotional processes.
There's a huge difference between something like this--which allows for both an initial saving throw and another one at the end of every turn--and the DM saying "no, sorry, you're actually feeling <emotion>." The former is a game mechanic that's been around since the start in one form or another. The latter is bad DMing.
Because--as I already said--they aren't Brave, they're Magic Resistant.
If may have much the same effect, but the cause is different.
This is nonsense.
The problem is that there are two D&D races sitting in very related thematic spaces. The first is the halfling, the second the gnome. One of these has a longer tradition in D&D, a clearer thematic identity, and is by D&D beyond more popular. The other is the gnome.
Gnomes normally happen in settings like Harry Potter where part of the point is to emphasise how magical everything is (and gnomes can have unfortunate anti-semitic implications as in Harry Potter having a race of small hook-nosed gold-obsessed people who control the banking system). And yes I know that they are called Goblins in the Harry Potter setting. Gnomes in the Harry Potter setting are a foot tall. In Pratchett's Discworld the only gnome I can think of, Buggy Swires, is 6" tall. Even D&D doesn't know what a gnome is in D&D.
The thing is that "halflings" tells me a lot about halflings. It tells me they are dimninutive but on a human scale. It tells me that they are seen as a non-threat, and even answer to the name "halfling" (my theory for "Dwarves" is the race name came first in D&D).
The obtuse refusal to admit that anyone but you has a point is making this tiresome.Magical world-building in a universe not our own? Guess Conan and C.S. Lewis don't count? Funnily enough, looking more into George MacDonald who I mentioned to Oofta... He was the one to be created with creating the first fantasy world in 1858 with his novel Phantastes.
Wikipedia actually credits him as a massive influence on Tolkien and Lewis.
Mythic beings with cultures, emotions and motives? Dude, have you read fairy tales? Pretty much all old folklore included that. Like, how else were brownies and leprechauns to get enraged at people for breaking the rules if they didn't have emotions and cultures?
I can't even give credit to Tolkien for the idea of a fantastical language, though I will give him credit that he actually made a language instead of referencing it, but the idea of "secret languages" for the fantastical people is ancient.
So... he made a map and he gave them songs? I can give him that. But how big of an impact do those elements truly have on modern fantasy writing? And while maybe we can give him credit for being popular, It certainly seems that crediting him with inventing these ideas is waaay off base
I don't see that it's a strong argument for the viability of a race whose thing is being lucky that the GM can contrive the fiction so as to present them as lucky. That seems like a case of the tail wagging the dog.Make it interesting things that don't have a mechanical benefit. Like, somebody ordered one pie but got two and decides to give one to the halfling because it would go bad before they could eat them both. Or the halfling managed to avoid the mud puddle through sheer luck while another character (or NPC) got mud all over their shoes and pants. If the characters (not players) decide to flip a coin or draw straws for whatever reason, then the halfling's player gets the result they want. Make it a entire random table of little, interesting things that could happen.
(3) Make it interesting things that do have a mechanical benefit, but only as a direct result of the PC actually doing something. Say you have a halfling pickpocket. Then--once--have this occur to them:
View attachment 138928
Even if they person they stole from doesn't look rich enough to have a bag of diamonds.
I'm not quite sure about the UK Football reference. Know nothing about it.Your argument sounded popularity based. If you hadn't stuck to it, then the answer would have felt revealing to me (as opposed to obfuscating).
Relegation like in UK Football/Soccer?
Sigh. Missing the point. Yes, I know that I don't have to include them. That's entirely true. And, honestly, I don't have to replace halflings in official settings. My players have already done that. So have 95% of gamers. Let's move these races over to the Monster Manual and make room for things that are ACTUALLY played. As in more than 1 in 20 players. More than 1 in 4 tables. If that means that half orcs and gnomes get the boot too? Fantastic.You already don't have to build halflings into every world. If you build your own worlds, you never have to include halflings in them. If you use official worlds, you can remove halflings and replace them with something else.
It makes them more popular than those other races, though.
Something I suggested in another thread was that in campaigns set in far antiquity halflings might be masters of the plains and cavalry as horses were too small for other races to ride, being limited to chariots.
Maybe in your world horses never got larger and halflings still fill that niche?
I could quite live with this.Personally I'd like to see gnomes folded in as a subgroup of halflings with a defined relationship. It would do good things for both.
And the "what about X" is not smoke and mirrors when the only reason people are having conversations about halflings this way is that the gnomes are taking up half the variety within the archetype.
- You wouldn't have each race taking up half the archetype of the other
- It would turn the two of them into one normally popular race.
- You'd be able to add nuance to the two if you bothered to say when someone was called a gnome and someone a halfling
- It would keep both around

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