Little Guys

Do you play small races in 3.5?

  • Yes, I still play small races

    Votes: 36 60.0%
  • No, I don't play small races

    Votes: 6 10.0%
  • Not applicable/Haven't noticed any difference

    Votes: 18 30.0%

In my gaming group, Small size characters dont seem to be desirable because Small size has too many penalties. About 40% of the characters we have played are Dwarves, 30% are human, 10% Elf, 10% Half-Orc and 10% Other.

I would have thought that players would use small races for classes that dont need to use weapons like spellcasters, but most of my group prefers Dwarven wizards and human clerics.

I was thinking of adding the Small size modifier to Balance, Escape Artist and Tumble to help make them more desirable.


B
 

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Belbarrus said:
I would have thought that players would use small races for classes that dont need to use weapons like spellcasters, but most of my group prefers Dwarven wizards and human clerics.
I know that kind of groups.

Well, now all the dwarves are dead. :D
 

One of the players in my campaign is playing a gnome fighter who specializes in the halberd. Visualizing this little gnome in platemail with a halberd always makes me chuckle, but he is remarkably effective.

-busker
 

busker said:
One of the players in my campaign is playing a gnome fighter who specializes in the halberd. Visualizing this little gnome in platemail with a halberd always makes me chuckle, but he is remarkably effective.

There was a clever build presented on this board of a Finesse Power Attacking Spiked Chain Halfling Fighter. The raw damage dealing was slightly better than a comparable human fighter due to the clever tactic of channelling to hit bonuses (size and great Dex) into doubled damage bonuses (PA w/two-handed weapon). Probably the most viable straight grunt smallfry build I have seen.

The little races need to specialize a bit IMO--either really run with the small size bonus for the superior AC or use a two-handed weapon to compensate for the damage deficit.
 
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Gotta say that I was directly affected from choosing the halfling 'overlay' to a semi-melee guy shearly based on all of the drawbacks of the rules. Would be nice to have a tripping, grappling melee halfling monk, but somehow he wouldn't be too successful. Interesting to watch and bail out from death, but not too successful.
 

I already have a big enough headache with my Medium grunts getting grappled and swallowed. I would imagine that being Small is extra grief that you do not need on the front line.
 

Thanks

Ridley's Cohort said:
There was a clever build presented on this board of a Finesse Power Attacking Spiked Chain Halfling Fighter. The raw damage dealing was slightly better than a comparable human fighter due to the clever tactic of channelling to hit bonuses (size and great Dex) into doubled damage bonuses (PA w/two-handed weapon). Probably the most viable straight grunt smallfry build I have seen.

The little races need to specialize a bit IMO--either really run with the small size bonus for the superior AC or use a two-handed weapon to compensate for the damage deficit.

It's always nice to be remembered!

The mix of small size + high dex + finesse + 2-handed weapon + power attack + spiked chain was just too irresistable. Plus, the other advantages (better AC than human fighter, better reflex saves, etc.) were a bonus. Drawbacks include movement, strength hit.
 

two said:
The mix of small size + high dex + finesse + 2-handed weapon + power attack + spiked chain was just too irresistable. Plus, the other advantages (better AC than human fighter, better reflex saves, etc.) were a bonus. Drawbacks include movement, strength hit.

I think the main drawback of that build is that frontline grunts are always in danger of being Improved Grabbed. Close Quarters Fighting helps, but I am not sure it is good enough. Depends on the campaign.

Savvy opponents can use Improved Grab or Improved Grapple or Bull Rush or Trip to cause a Small Fighter a lot of tactical problems. There is no way for a Halfling or Gnome to get around that.
 

I'm having fun playing an aristocratic halfling fighter/rogue. What he doesn't have in size, he makes up in attitude :D . He's always at the front of the party, ready to pierce anything that come his way. He has yet to feel the pain of a grapple and I'll keep my fingers cross.
 

Improved Grab/Grapple/Etc.

does suck. It's pretty campaign-specific, however. You might go 10+ battles without seeing one of these things. Plus, a lot of the monsters that have improved grab are, well, pretty horrendous in that regard (high strength, BAB, etc., big size, etc.).

Does it matter THAT much that you are small vs. medium? Yeah, it does not help! But what percentage of the time will it actually hurt?

But yes, halfling spiked chain fighters are weak when faced with grabs/grapples/trips/basically all the "special attack" options. As you noted, feats can be taken to get around some of these. If it's really a concern/worry, have a wondrous item fashioned (Freedom of Movement 1/day) allowing auto-escape of grapples and other environmental hindrances, and some other custom item for trips/other special attacks. "Boots of the Overweight Dwarf" granting +4 on opposed trip check? "Leggings of the Wiggly Worm," granting +6 vs. overruns (the halfling is a slippery fellow, and dodges to one side or the other), etc?

Should not cost THAT much, given that they are only useful in a few situations -- which just happen to be the situations in which a Halfling spiked chain fighter needs help. It's nice, sometimes, being able to make your own stuff (or talk your pal Wizzie into making it).
 

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