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<blockquote data-quote="doctorbadwolf" data-source="post: 8258112" data-attributes="member: 6704184"><p>Some of it is changing things just to have a new take with the new edition, yeah, IMO. </p><p></p><p>In 4e at least, though, those changes were geared toward playability, making those options have a more interesting or more impactful or thematic place in the world, etc. Gnomes, for instance, are still largely 4e gnomes in my groups games. </p><p></p><p>Halflings were really cool, but our halflings tends to vary wildly from campaign to campaign and world to world, and have developed into a sort of mix between the 4e halfling, bits of Kender, and like...Bud Cubby from Fanatasy High. (See below for reference) Basically, they're almost never motivated by fear, and have a strong sense of fairness and equality and empathy, and their games and stories and songs all have lessons and reminders and training applications for how to survive in a world that is fairly safe but can suddenly become incredibly dangerous without warning. So, every halfling raised in a halfling town or caravan or part of a city knows how to fight, unarmed and armed, how to ride animals like goats and ponies, how to hide both singly and in groups and coordinate movement while hiding, and a bunch of other stuff that they often feel like everyone just knows because it is just how they're raised. And they aren't afraid to actually deal with things they see as wrong. The inertia that humans experience, where fear of reprisal tends to have to be outweighed by either incentive or by things being bad enough that reprisal just isn't that scary anymore, halflings rarely experience. </p><p></p><p>So you can probably guess that I don't love the 5e/mordy's halfling</p><p></p><p></p><p><a href="https://youtu.be/0oXiFuPCU6k" target="_blank">Bud Cubby</a></p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8258112, member: 6704184"] Some of it is changing things just to have a new take with the new edition, yeah, IMO. In 4e at least, though, those changes were geared toward playability, making those options have a more interesting or more impactful or thematic place in the world, etc. Gnomes, for instance, are still largely 4e gnomes in my groups games. Halflings were really cool, but our halflings tends to vary wildly from campaign to campaign and world to world, and have developed into a sort of mix between the 4e halfling, bits of Kender, and like...Bud Cubby from Fanatasy High. (See below for reference) Basically, they're almost never motivated by fear, and have a strong sense of fairness and equality and empathy, and their games and stories and songs all have lessons and reminders and training applications for how to survive in a world that is fairly safe but can suddenly become incredibly dangerous without warning. So, every halfling raised in a halfling town or caravan or part of a city knows how to fight, unarmed and armed, how to ride animals like goats and ponies, how to hide both singly and in groups and coordinate movement while hiding, and a bunch of other stuff that they often feel like everyone just knows because it is just how they're raised. And they aren't afraid to actually deal with things they see as wrong. The inertia that humans experience, where fear of reprisal tends to have to be outweighed by either incentive or by things being bad enough that reprisal just isn't that scary anymore, halflings rarely experience. So you can probably guess that I don't love the 5e/mordy's halfling [URL='https://youtu.be/0oXiFuPCU6k']Bud Cubby[/URL] [/QUOTE]
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