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<blockquote data-quote="Minigiant" data-source="post: 9742966" data-attributes="member: 63508"><p>I don't believe how TSR, WOTC, & Most fantasy dungeon games Coltrane gnomes and halflings having a point. </p><p></p><p>But there are inklings in both gnomes and halflings that are often missing in many games that could be played up and then enhanced in those species. </p><p></p><p>Gnomes naturally have a craft Link in there bio. They are the tinkerers of technology or the manipulators of magic. And some settings in other games those aspects are given to dwarves or elves respectively and thus gnomes are not needed. But since that doesn't necessarily happy ending The gnome can take that lead of being "I am especially good at engineering, biology, or allusions."</p><p></p><p>The same thing with halflings. The man unique aspects of halflings is that either they are extremely agile, very corruption resistant, or they're very lucky. Seeing that corruption is not a major aspect of D&D and agility is a base factor in your dexterity score the only place where happens can lean on as a species is luck. So halflings should play up luck. </p><p></p><p>The problem is that many people lean so heavily on tradition or talking that they desire to inject halflings or norms into the game in a way that does not match the game it isn't because when they come from has a different ecosystem which does not match D&D. </p><p></p><p>It's the old Rangers don't catch spells in the "X"-series forgetting that that book series does not have giants and dragons and demons and mind flayers in it which typically require magic to constantly deal with.</p><p></p><p></p><p>---</p><p></p><p>And personally I like the Luck Point mechanic. </p><p></p><p>I think you should be able to access luck points and whatever way that your game has luck points and either class species or whatever their feat equivalent is.</p><p></p><p>I personally believe that the resource for the Rogue class should be luck points. And by playing a halfling, you get extra luck points because halflings get luck points by being halflings. </p><p></p><p>The same thing with gnomes to me gnomes should get infusions as a natural biological aspect of themselves. Gnomes naturally know how to make magic items instinctually. Not culturally. it's in their very makeup to make magic items.</p><p></p><p></p><p><strong>If you play an elf you get spells. </strong></p><p><strong>If you play a halfling you get luck points. </strong></p><p><strong>If you play a gnome you'll get infusions.</strong></p><p><strong>If you play a dragonborm you get a breath weapon.</strong></p></blockquote><p></p>
[QUOTE="Minigiant, post: 9742966, member: 63508"] I don't believe how TSR, WOTC, & Most fantasy dungeon games Coltrane gnomes and halflings having a point. But there are inklings in both gnomes and halflings that are often missing in many games that could be played up and then enhanced in those species. Gnomes naturally have a craft Link in there bio. They are the tinkerers of technology or the manipulators of magic. And some settings in other games those aspects are given to dwarves or elves respectively and thus gnomes are not needed. But since that doesn't necessarily happy ending The gnome can take that lead of being "I am especially good at engineering, biology, or allusions." The same thing with halflings. The man unique aspects of halflings is that either they are extremely agile, very corruption resistant, or they're very lucky. Seeing that corruption is not a major aspect of D&D and agility is a base factor in your dexterity score the only place where happens can lean on as a species is luck. So halflings should play up luck. The problem is that many people lean so heavily on tradition or talking that they desire to inject halflings or norms into the game in a way that does not match the game it isn't because when they come from has a different ecosystem which does not match D&D. It's the old Rangers don't catch spells in the "X"-series forgetting that that book series does not have giants and dragons and demons and mind flayers in it which typically require magic to constantly deal with. --- And personally I like the Luck Point mechanic. I think you should be able to access luck points and whatever way that your game has luck points and either class species or whatever their feat equivalent is. I personally believe that the resource for the Rogue class should be luck points. And by playing a halfling, you get extra luck points because halflings get luck points by being halflings. The same thing with gnomes to me gnomes should get infusions as a natural biological aspect of themselves. Gnomes naturally know how to make magic items instinctually. Not culturally. it's in their very makeup to make magic items. [B]If you play an elf you get spells. If you play a halfling you get luck points. If you play a gnome you'll get infusions. If you play a dragonborm you get a breath weapon.[/B] [/QUOTE]
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