Don Durito
Hero
If a halfling wears a Belt of Dwarvenkind is he now a gnome?Has no one even pointed out the fact that a gnome can grow a beard?
Gnome has beard ∆ halfling≠gnome.
QED
If a halfling wears a Belt of Dwarvenkind is he now a gnome?Has no one even pointed out the fact that a gnome can grow a beard?
Gnome has beard ∆ halfling≠gnome.
QED
Feels.like if he had a cloak or.boots of Elvenkind too...If a halfling wears a Belt of Dwarvenkind is he now a gnome?
…and periodically, halflings will invite a Paladin to the shire for a cookout and a new blessing for their crops…In AD&D, clerics and paladins are at their core the same archetype - heavily armed and armoured warriors powered (and driven) by their faith and able to perform miracles. Their are also strong implications that (by default, at least) they are part of the "establishment": paladins (we are told) like to form connections to noble fighters and clerics; clerics build temples and castles and attract followers including men-at-arms.
Druids, on the other hand, are true neutral (in AD&D as originally published clerics can't be true neutral) which is described (in Gygax's PHB and DMG) as a "naturalistic" ethos which holds (similarly to some real-world belief systems eg Stoicism, Daoism) that the world is in balance, with "nature" an ideal of that balance, and the main threat to balance being volitional/motivated action by PCs.
There's an unstated but unmistakable implication that druids are "outsiders" or on the wane - this is consistent with typical understandings of the Roman conquest of Britain, and with the Christianisation of Europe.
Given this, it would make sense for farmers to be connected to druids, insofar as farmers - like druids - are outsiders and largely neglected by the establishment. But it doesn't make sense to have druids at the heart of the establishment.
Having nature clerics together with druids, 5e-style, in my view creates a high risk of redundancy or even incoherence unless a distinction is drawn pretty clearly. If bucolic halflings are served by druids rather than clerics, that suggests not just that they're farmers but that they're farmers who have a different relationship to farming and the earth from their feudal, establishment neighbours.
According to the Wiki, it's a temple to Chauntea filled with clerics. But, I'll be the first to admit my FR knowledge is limited.Isn't Goldenfields in FR a big farming place full of druids?
Now you're getting my point.But do you actively go out of your way to include them?
Do you think of their niche or what roles they play? Do you come up with halfling villages and towns and cities and place them around? Do you have important NPC halflings doing important things? And then, do you make sure the PCs know about these things?
So basically, you provide nothing that makes halflings interesting, and therefore, nobody is interested in them.Now you're getting my point.
Why would I bother? No one has come to me and said, "Hey, I really want to play a halfling". Or, rather, it's so rare that it's pretty much a rounding error for the characters that I see.
Where do you want to put them? You're the DM.So, why would I bother making halfling villages and town and cities (wait, what? Cities? Where are the halfling cities?).
Who do want them to be? You're the DM.What important halfling NPC's?
Again, you don't bother to actually include them, because you don't bother to think about what to do with them.It's a pretty self reinforcing system. Players don't come to me asking to play halflings so, I don't bother using halflings in the game.
And yet you refuse to create for them, use them in any meaningful way, and you've spend dozens of pages ranting at long length about how much you do not dislike them.The sentient skeleton in my Dragon Heist game? Oh yeah, he became a major center in the game in his search to gain citizenship and stop random clerics from turning him all the time. The Kobold rogue in my Chaos Scar campaign that I just ran? Major player - kobolds featured in several adventures and there were all sorts of connections to the group. Owlfolk in my current Candlekeep adventure? Several references to the Feywild, plus one of the Avowed Adjutants is now an owl folk as I replaced all the ones in the adventure to connect the campaign more directly to the characters.
Again, I DO NOT DISLIKE HLALFINGS!!!
So you don't try to include new things or spice up old things in new ways. Maybe the players don't care because it's obvious that you don't care.I just largely ignore them the same way I ignore anything else that my players don't seem to be interested in. Why would I spend time and effort trying to make halflings important when the players very obviously don't care?
From the PHB "Seeing the World" under gnomes: " As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth."
While gnomes form tight-knit communities (some variation of this shows up in most race entries) there's nothing that says they're particularly tied to family or homebodies. Gnomes that settle in other communities are " gemcutters, engineers, sages, or tinkers" or tutors. Halflings blend into the background.
I could go on, but honestly I'm not going to argue about this any more. They are no more alike than any other race in the book from my reading. Yes, both are just small humans, just like elves are humans with pointy ears and dragonborn are humans with scales. All of the races represent some aspect of humanity. For gnomes? They're the hyperactive but fun kid. Halflings are the quiet ones you practically forget about.
We've already seen it repeatedly. Every new setting - Darksun, Eberron, whatever - has to have halflings and yet another swing at the bat to try to gain traction among players.