Chaosmancer
Legend
By what metric is this lore good? Like for example I'd be hard pressed to remember any FR lore that rises above meh. And some of it is actively stupid and offensive.
Completeness, depth, and complexity.
By what metric is this lore good? Like for example I'd be hard pressed to remember any FR lore that rises above meh. And some of it is actively stupid and offensive.
I'll have you know that I both never played any edition of D&D before 5e, and also love Gnomes through and through. They're actually my favorite player race!1) WotC is now afraid to remove anything from the core PH after everyone started pretending they liked gnomes to attack 4e.
And in the case of the unfortunate gnolls attacking a halfling thorp:
Any or all of those could apply.
- They didn't realise there was a halfling village there at all. They thought that it was just a collection of hills, not realising that the hills were artificial and halflings lived in them.
- They knew that there was a halfling farmer there but not that the farmer was near the village
- They realised that there were a number of buildings, but made the mistake of expecting human sized populations from the houses rather than halflings living more densely and in tighter communities. So they thought the thorp was ten to fifteen people rather than thirty
- They realised there were thirty or so halflings but were expecting half a dozen militia members with weapons and armour rather than two dozen halflings who were all carrying slings.
- They'd been warned that halflings all carried slings and how many there were but didn't take the warnings seriously; there are almost no famous halfling warriors. So "Halflings. Without serious armour. How dangerous could they be?" Gnoll raiders attacking a village are normally outnumbered and still slaughter bigger people than halflings.
- They had all the warnings they needed ... and got ambushed anyway.
First the Eberron halflings you are most likely to meet in most campaigns are from the Dragonmarked houses; Gallanda and Jorasco - with the mark of healing and the mark of hospitality respectively. Halflings living in larger communities and known for their hospitality? That's about as close to vanilla PHB halflings as you can get. Further away are the Tallenta Plains with its dinosaur riding halfling nomads because no race is a monoculture and different people in different environments. But the default adventurer zone is Sharn, population measured in hundreds of thousands, with humans as the most common race with a third of the city's population - and halflings as third most common with a tenth and being approximately PHB-standard halflings. The Talenta Plains are on literally the far side of the continent, multiple hostile countries away and you literally have to cross the post-apocalyptic wasteland that is The Mournland to get there. So no, Eberron halflings aren't "radically altered" other than that there are multiple halfling cultures.
No. I've taken the attitude that the PHB is fine and Eberron is fine (as for that matter is Dark Sun; PHB standard halflings would not work in such a divergent setting). And that the halfling archetype is fine. Oh, and the Nentir Vale halflings are also fine with multiple organisations and being PHB standard (the Nentir Vale being the 4e setting). And halflings fit pretty well into Ravenloft (there are few in Barovia but 98% of Barovia is human; this isn't something to do with halflings).
The problem is more to do with the Forgotten Realms and the Realms being the default setting than it is anything else. Halflings aren't weak in the PHB - but the Realms are the default setting.
And it makes no sense at all to remove halflings from the PHB because the Realms doesn't do right by them. It also doesn't make sense to tailor halflings specifically to people who are passionate in their dislike of halflings.
Exandria on the other hand has precisely one sourcebook. I don't even want to know how many sourcebooks there have been for the Realms over the years and I don't think the Realms have done much with halflings since the 80s.and Exandria barely does any better than the Forgotten Realms in this manner
It's deliberately given as inspiration and lore snippets for the DM to pick up rather than having a bible. Multiple different organisations with halfling members that are reasonably promenant, showing there is more than one way to be a halfling. A relatively decent cosmology, with Avandra (one of the more popular PC deities, Goddess of freedom, trade, travel and adventure) being the main patron of Halflings - but they were created by Melora (Nature, wilderness, and the sea) and Sehanine Moonbow (moon, autumn, trickery, illusion). Critical Role basically uses the Nentir Vale pantheon.(Lotusden Halflings are cool, but literally could just be Gnomes and there would be no difference). I know next-to-nothing about Nentir Vale, so I'm going to need an explanation of Halflings from that setting, if you would be so kind to provide it.
I'm counting Exandria Unlimited as the third season.And another minor correction, there have only been two seasons of critical role,
And there's now one in Exandria Unlimited.and only one of them included a Halfling PC, and that PC was a Goblin for about half of the campaign, so I'm going to count that as .5 Halflings in one season of Critical Role.
There were two gnome PCs in Season One of Critical Role, so going off of the fact that only about half of season 2 included a Halfling PC to support this statement:
There are 4 times as many long-term Gnome PCs (2 of them) than long-term Halfling PCs (.5 of them) in the combined first two seasons of Critical Role.
I thought my meaning was pretty clear. I did not say anything about how Dragonborn are supposed to be played.
This is absurd. Of course halflings tell their children about things that happen outside their village. What makes you think they don't?
The fact that there is a dragonborn village with a culture that is diametrically opposed to the typical dragonborn culture implies some sort of schism at some point in history. Why are these dragonborn living in a peaceful commune when most others are more martially inclined? What is their relationship with other dragonborn setlements? Why would they not tell their youngsters something like, "Someday you might wish to leave our village. If you do you might encounter others who look a lot like you. Just know that they may not be as... kind to outsiders... as you expect them to be."
Now, you could say that maybe this dragonborn commune is completely isolated from all other dragonborn communities and maybe the history of the founding of their village is lost to the mists of time and everyone living there really is oblivious to the fact that there are dragonborn living elsewhere in the world who are less peaceful, less humble, more motivated by honor, etc. If the entire story was confined to that village, you're right, there's no reason for anyone to think twice about just sitting around the campfire singing Kumbayah. The problem is 1) That would require a level of isolation from the rest of the world far more extreme than anyone is proposing for halflings, and 2) How the eff do you write a campaign that takes place entirely within a peaceful village.
Now, say that you do want to start your story with this improbable dragonborn hero living in this improbable dragonborn commune. They have to leave town at some point right? Because otherwise there's no story. They will then encounter other people who themselves have encountered (or at least heard stories about) other dragonborn and this easygoing, humble, kind-hearted dragonborn is not going to fit their expectations whatsoever. The dragonborn from the commune will have a much different experience in the world than the halfling from the shire.
To me, "Dragonborn raised in a peaceful communal village" sounds like a launching point for a good fish out of water story. I think it could be really interesting. The player making that character can play it however they want, but you can be sure that, as another example, if they came across other dragonborn in the world, those other dragonborn would find the hippy dragonborn's apparent lack of drive and martial prowess disgraceful, and they would make their feelings apparent.
And most "non-humans" in any setting are just types of human with human psychologies of various sorts turned up to 11 being written by humans and played by humans in a way that is comprehensible to humans. I've already shown how elves are the glitterati.Ah, right. Most Eberron halflings are just humans.
The issue with this is if the gnolls are inflicting 3:1 casualties then they are still losing the strategic battle heavily. Gnolls are raiders and obligate carnivores which means that they need a ludicrous amount of land to get the meat they need. Meanwhile halflings are notedly good farmers and can therefore support very high population densities. I'm not saying the halflings want 3:1 casualties against them but the gnolls can't take those losses. Not that the halflings want to, admittedly. Gnolls, as raiders, need to keep their packs large because everyone's going to either attack or call for help.
And you can't assume the halflings will be stupid either. You can also assume that when the halflings thoroughly fort up in their burrows that the gnolls will go elsewhere. And that the halflings will have prepared the ground.
Always assuming that the ground is open and the halflings, who prepared the terrain, aren't obscuring the sight lines and using four foot high pieces of cover. Good cover for halflings, lousy for gnolls.
And what about the halfling's prepared defences - full cover is +5 for AC of 16 or 17. These aren't good numbers.
Or down to 0%. The halflings consider they win if the gnolls go away. So the halflings just drop behind cover if the gnolls try this. Disadvantage vs disadvantage with the halflings with far higher numbers, better cover, and better terrain knowledge.
What do you mean "pop out". Gnolls have a passive perception of 10. Halflings hide - and attack from behind three quarters cover.
Which are fewer for raiders than people defending prepared positions on home ground.
And what are gnolls actually going to do at night? They explicitly don't attack fortified positions; they're bullies. Halflings in their holes are effectively in fortified positions. Congratulations - that door has an arrow sticking out of it. They're looking for food and explicitly don't attack fortified positions. Which in gnoll territory halfling burrows are and ones that make the gnolls crawl.
Im going to give you the thing that,to me, would be the biggest difference. Baby making.
Presumably dragonborn lay eggs??? Think of all the ways human society would be different if we just changed that one single thing. Would everyone store their eggs in some sort of super defended armory instead of in their personal house? Are there egg-keepers as a job? Is there less of a traditional division between males and females when females are never pregnant?
There is so much to explore in this one difference that you could base an entire campaign just exploring the nuance of baby raising between all the different race choices.
But in closing I'd offer you a counter question. Is it possible for you to write a simple village visit encounter in which you NEVER explicitly state which race the village belongs to but in which the players could all guess what race they were visiting?
1. You enter your hosts home, surprised at how the tiny branches all entertwined to form a door as solid as yours.
2. You enter your hosts home, surprised at how dry and airy it feels...a far sight from the dampness and mildew you pictured.
3. You enter your hosts home careful to stop low to avoid the threshold. You mouth immediately waters as the scent of rhubarb pie fills your nostrils.
4. You enter your hosts home and immediately fel a strange sense of unease at the complete lack of kitchen, dining room, and even tables or chairs save a standing workbench in one corner and what might be a chair buried under years of debris in the opposite