D&D General My Problem(s) With Halflings, and How To Create Engaging/Interesting Fantasy Races

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People sure do seem confident that statistics never does anything weird. I mean, after you roll a die so many times does every single face turn to a 1 and make it impossible to roll anything else?
It won’t happen. Period. You know damn well it won’t.
And yet possible. Magical Fear is not super common. And even if it comes up, that doesn't mean the halfling will even be targeted.
Okay? So what? Even in the very rare case where it never comes up…who cares?
Why? I could have just as easily been inspired by Celtic Myths, Germanic Faerie Tales, or something from Japanese Culture I have never even heard of. Should I credit Robin Hood for my enjoyment of archery? Or do I have to give credit to Tolkien for making Legolas?
Why? I could have just as easily been inspired by Celtic Myths, Germanic Faerie Tales, or something from Japanese Culture I have never even heard of. Should I credit Robin Hood for my enjoyment of archery? Or do I have to give credit to Tolkien for making Legolas?

If I'm playing a wizard, was I inspired by Gandalf? Merlin? Harry Potter? Harry Dresden? The Gallant Jirayia? Sailor Moon? Can you say that I must have been unconciously influenced by Tolkien, when "magic" is such a common thread, and "magical old sage" as well?
Oof. Come on, man. You really gonna pretend that you aren’t influenced by modern western fantasy? You literally cited The Ranger’s Apprentice. You think that book in particular isn’t heavily influenced by Tolkien? Really!?

Hell even a lot of fantasy anime is influenced by Tolkien.
 

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So, you are right that I should apply the same standards. Where you are wrong is that you think I am not. Dwarves are the best miners, and we've been told that, and it is reinforced consistently. Elves are good at "woodsy stuff" but there is a really strong argument that they aren't the best at it, and high elves have nothing to make them "woodsy" at all. So, it is an element of them, but I wouldn't say they are the best. Halflings cook and farm... but so do a lot of other races, and there is no indication that halflings do it better than anyone else.
And again, since no other race has been specifically called out for being chefs or farmers (saying "here is a list of foods other races are known to have made" or "other races cook and farm" is not the same thing), there is plenty of indication that halflings either do it better than anyone else or are more famed for it than anyone else.

Still decently rare. And then you have to account for things like the prominence of the help action for skill checks, and the fact that even if they roll a 1, if they then fail the same anyways, the ability had no effect. So, I'd say you are easily looking at the ability being useful between 2% and 3% of the time.

That's pretty rare. It could be a single roll for an entire campaign.
Or it could be pretty common. Natural 1s are not uncommon in my game. We often get one or two per session in my group. The fact is, halflings have an edge that helps them out in that situation. If they never get to use that particular trait--well, it's not like they wasted skill points or a feat on it. It's built-in.

And to help portray that luck I should... not do anything. Ignore it. Find other traits to highlight. And yet, when I first mentioned that I had trouble making halfling luck show up in the game and matter, you berated me for being a terrible GM? Don't I understand even the most basic and simple things?
Apparently you don't.

One: Find ways to portray the luck. Think of lucky things that can happen to people, and have them happen to your halfling.

Two: Think of ways to highlight the PC's race in other ways. I gave you examples. Or, think of ways to highlight the PC without resorting to their race. Make them feel special because of their class or background or something in their backstory.

Three: Do these exact same things for every other PC. Do you go out of your way to include stone so your dwarfs can be cunning? Do you describe the weather so that wood elves can hide in the rain or mist or snow? Do you include animals and plants for your gnomes and firbolgs to talk to? Do you find things for other races to do, even when they don't have traits specifically built around these sort of things? Like, do you try to make your orcs feel like they can be as orcish as possible?

If not, then why single out the halfling?

This is something you've never answered. You insist that you have to portray halflings in a particular way, yet you've never once said if you do the same thing for anyone else, or why you think all halflings have to behave a certain way. Nor have you said why the halfling Luck has to matter. It's unlikely that you go out of your way to make an elf's Fey Heritage matter. Do you? When I've asked you these things before, you don't answer.

And yet, every time you give advice on how to do it... it is either foisting it off to be the player's problem, or something that I considered, but rejected because it either felt too forced, or not enough for something that is supposed to be so defining.
Because each and every time, you are asking how you can portray the player's character.

Amusingly, I also just made a Levisutus Tiefling, Artificer though. Only been a single session of the game, but that infernal magic has been front and center, almost more than my artificing. I also took Infernal constitution (DM is a pathfinder guy, so he let us have a free lv 1 feat) and I have resistance to fire, cold and poison. The resistances haven't come up directly yet (single session) but it was pretty easy for us to say that my ability to resist extreme temperatures and toxic substances played into my ability to artifice. If the DM wanted to help me show my fire resistance, then it is as easy as putting something on fire that one of us has to get. Which, is made even easier since one of my fellow players decided to be a Wildfire Druid, and there is a whole thing invovling a slash and burn plot that I could see playing into my character's strengths.
So what you're saying is that, in one game, a trait may matter a lot. And in another game, it might not matter at all.

So, to extrapolate that to halflings... in one game, a halfling PC may roll a lot of 1s and/or come across a lot of monsters that cause the frightened condition, and in another game, they might not.

You keep claiming it's possible to go for sessions or entire campaigns without ever rolling a 1, but you never seem to acknowledge that the reverse is also true, and that due to the random nature of the dice, you may get a bunch of 1s in a row.

Part of why it coming up rarely is worse for lucky though, is because it is random.
Yes, luck is fickle like that. It's a known thing. I'm sure halflings are aware of that, too. That's why the books list them as superstitious instead of simply relying on luck entirely.

Fire Resistance applies every single time I am exposed to fire.
But that's also an if. I don't throw monsters or plots at people just because I know a character has a resistance to something in that plot. That would be pretty stupid. Instead, I use plots and monsters that are relevant and interesting.

I few things to hash out here.

1) Being superstitious =/= being lucky. A player could certain play their character as superstitious and not feel like their character has particularly good or bad luck. In fact, a character feeling lucky or not is 100% out of the players hands without the Lucky feat. We are playing a dice game. Luck is very apparent when it matters.
No duh. But being superstitious means that you have the (false) belief that you can control the luck by engaging in certain rituals and, at the same time, ignoring when it doesn't work (postdiction). You keep wanting to know how to portray halflings; well, here you go: one of your halfling NPCs has a lucky rabbit's foot. When they succeed on whatever, they credit the foot. On rare occasions (when they roll a 1, reroll, and succeed), the luck actually works. Is it because of the foot? Well, does your world have a deity of luck you can call up and ask?

2) Out of all of the halfling abilities, we really have three that are baseline halfling. Lucky. Brave. Nimbleness. And there are problems portraying both Lucky and Brave. And Nimbleness is really difficult to show outside of combat, unless you constantly have your characters fighting through large crowds. Compare to the elf who doesn't get charmed... They still have their weapon training, they still have their superior senses (though that can be hard to show) they still have their trance. There is still a lot that they can show, even without Charm Resistance.
Except there aren't really any problems with either Lucky or Brave. There are problems with you being unwilling to portray it. And Nimbleness is super-easy to portray outside of combat. There's a crowded marketplace? Lots of people crowding the bar? A bunch of people blocking the view? Doesn't bother the halfling.

You can even extrapolate it to include non-people obstacles. There's a ton of stuff blocking the route the halfling wants to go? You can either let them get around that stuff, or give them advantage on an Acrobatics check to do so because they're so Nimble.

No, the second paragraph isn't RAW. So what?

3) Players being allowed to play their own characters and make their own reactions is part of the issue with portraying something like Brave. Because there is more than one player at the table. And, it seems like in the case of Brave, it really pushes you to play a specific personality to come up. Which isn't good, if the player wants to play a different personality. Which they should completely do, but that then cuts into their racial portrayal, in a way that the majority of other races don't do.
So what? PCs are individuals. You've said you're against racial alignments, right? So you shouldn't have a problem understanding that not every halfling is going to be lower-case brave in the face of danger.

Also, and once again, upper-case Brave is a specific trait that only refers to the frightened condition. A not-brave halfling is still going to have the Brave trait and be less affected by dragons and beholders and ghosts (oh my) while at the same time being really scared of going down the dark tunnel. This is perfectly fine.

Tabaxi have the trait Feline Agility. If someone wants to play one but decide that their PC has a peg leg that reduces their speed, are you going to forbid that because they wouldn't be playing their racial portrayal?

4) If the player doesn't care, then it doesn't matter. But what if the player does care, but everything they are doing doesn't feel like enough? What if they are playing a bold, fearless superstitious halfling and come to me and say "Hey. DM, I'm doing all these things, but it still doesn't feel like my halfling is particularly brave or lucky like they are supposed to be." What am I supposed to do? How do I help them portray their character? You said this was basic and easy, and yet despite all your derision, you have yet to give me anything more than "describe things better and have the player roleplay their character."
Then one of two things should occur:

(1) You can talk to your player about how to make the character more enjoyable. Perhaps you can replace Lucky and/or Brave with a different trait of equal power, importance, and interest that fits the character better. If you haven't already, you can look at the halfling gifts in the Level Up playtest for inspiration.

(2) The player can make a new character or retcon their halfling into a gnome or goblin.

You are trying to revamp an entire race here based on the desires of a person who doesn't actually exist and who is complaining about a problem that exists entirely in your head.

And yeah, if they are constantly finding gold pieces, or having other random good things happen to them, which makes narrative sense because they are lucky, would that be likely to annoy players who feel like that could be favoritism? I'm not sure, it is a discussion I was hoping to have about this issue, but never could have.
(1) Talk to the other players and find out what they would find fair and unfair. Also, remember, and remind the players as well, that most other races have built in magic, damage resistances, and/or combat bonuses, and halflings don't. And since Lucky is, as you say, occurs only one time in twenty, if that, then the halfling Luck can manifest in other ways and not be OP.

(2) Make it copper pieces instead of gold. Make it interesting things that don't have a mechanical benefit. Like, somebody ordered one pie but got two and decides to give one to the halfling because it would go bad before they could eat them both. Or the halfling managed to avoid the mud puddle through sheer luck while another character (or NPC) got mud all over their shoes and pants. If the characters (not players) decide to flip a coin or draw straws for whatever reason, then the halfling's player gets the result they want. Make it a entire random table of little, interesting things that could happen.

(3) Make it interesting things that do have a mechanical benefit, but only as a direct result of the PC actually doing something. Say you have a halfling pickpocket. Then--once--have this occur to them:

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Even if they person they stole from doesn't look rich enough to have a bag of diamonds. Of course, that can open the door to other plots, like the owner of the contents of the purse tracking the halfling down with a gang of guards in tow. As halflings know, luck is fickle.

(4) Have planned events occur as normal, but credit them to the halfling. The PCs want an audience with the mayor. You had already decided they were going to get that meeting. Tell the PCs that the mayor had been really busy but a prior meeting got canceled so now she has time to see the PCs. Must be that halfling luck! Or, as I previously suggested, if you already know that the bad guy's attack is going to miss, say it's because of a bit of luck instead of just a bad roll.

(And please, don't reply by saying these are too situational. That's the point.)

Or, you need to give the players a clue as to the story. Welp, halfling manages to overhear some people talking about it.

(5) Roll on this table of lucky things or have the lucky event occur only once per session or adventure instead of "constantly."

Or maybe, you shouldn't have started off accusing people of lacking skills just because they have been struggling with something that seems to be more nuanced than you have considered.
Or maybe, just maybe, you should actually consider what people are telling you instead of instantly dismissing it.

I have given you advice. Instead of saying "well, I don't know how that would work, can you explain it, also, here's idea I just had," you've said "no, that doesn't work at all, the end." You're not "struggling with something nuanced." You're flat-out refusing to accept or even consider any answers or ideas given to you. If I'm getting short with you, it's because I'm really, really tired of that. Seriously, if you're going to just ignore everything I suggest, then don't bother replying to me.

And thus, here's some homework. Number 2 above? Interesting things that don't have a mechanical benefit? Try to think of five such things. You don't need to actually reply with them here; I don't need to see your work. But try to think of them. Because if you ever actually get a halfling in your game, you're going to want to have some ideas prepared, since you insist on having Lucky portrayed as something other than just a mechanical benefit.

And then if the same type of thing happens to another player who rolls a 1, maybe even on the same trap... then that terrible fate I described isn't what happens. So, wouldn't that make it obvious I only described it as being worse so that the halfling player could feel more impressive? That would ruin immersion, and might even make it pointless.
So what you're saying here is that it's utterly pointless to try to depict the Lucky trait, and thus proving my point that you are refusing to accept advice or ideas.

So maybe what you need to do is not bother to portray the Lucky trait. Or actually take some advice. Or do it and see if the other players are OK about it.

Yep.

Players play the game, and the DM runs the game.

Do you want a dissertation on the seperation of powers, or would that just lead to you nitpicking to prove how I'm a terrible DM?
Well, you missed the major thing, which is players play their characters. You seem to have a problem remembering that.

If a player chose that race, it is a fair assumption that they want to feel lucky or brave.
Earlier, you talked about the person who you think wanted to play a halfling just for that +2 Dex. While I'm sure there are people who want to play halflings because their Lucky and Brave, I think most people either do it for that Dex bonus, because they want to play a short Everyman, or because they want to go against the halfling tropes.

except, look at that, I am right back where I started, because if there is say a Barbarian, or a fighter or a bard or a sorcerer or a paladin or a rogue or a monk or ranger (ect ect ect) of any race who wants to be a brave character, then they are going to act brave too.
Yes, so? Unless they're a halfling, they can be as brave as they want, but they still don't have advantage on saves against being frightened. Unless they're a member of a class or have another ability that gives them that trait.

So then, any NPC halfling I have who is acting brave, to help highlight the cowardly halfling playing against type... is overshadowed by the fact that the halfling is adventuring with a Genasi Sorcerer who is brave and is just as brave as that NPC. So, did I help them with their theming or not?
Let me see if I understand you: You have an NPC halfling who is both cowardly and brave, or possibly just cowardly but has the Brave trait, and a genasi sorcerer who is generically brave, and... what point are you trying to make here? And why is this NPC halfling so important again?

If you want to show the halfling NPC is brave, you can have them run into battle against the monster, or try to convince the PCs to travel into the Dark And Scary Location (or into the bar filled with heavily armed, armored, and scary people who are drunk and angry) because it'll be cool, or be the first to walk on the rickety, swaying bridge. Mind you, it's entirely possible that the players will then immediately decide that the halfling is an idiot or possibly luring them into a trap, but oh well. Them's the breaks.

OH! And notice how I never once said I was forcing anyone to roleplay their character, and in fact it is the freedom to roleplay as they like that makes this particular issue so thorny? Almost as if you are wrong about every single thing you say about me?
Almost as if you're just making stuff up right now, since you had repeatedly said that you would have to make PC halflings act in certain ways so they can be Brave or Lucky, or that you would have to make non-halflings act cowardly or unlucky.

Sure, but how do you demonstrate the races bravery if not through individuals? Just tell people? Or do I have to have a large population of halflings attacked and then they stand up to fight... hopefully at early levels since most commoners die in droves if facing anything resembling a challenge.
The latter is a good way to do it. You can also have them stand up to authority figures as well, without fighting them. Or have them be the only ones willing to enter the Creepy Swamp.

Uh huh. You know it is amusing that I started this conversation talking about halflings ability only resisting magical fear, and how that made it seem like they weren't the brave race people said they were. And how, since there are a lot of tropes about brave commoners, it is hard for halflings to seem unusually brave.

And now we are right back to that same point. Almost as though I knew what I was talking about back then.
Sigh... you really are just making stuff up now. You know, I'm really sick of having to repeat myself in every single post.

Hold up? Are you trying to dictate how a player should be roleplaying their character? Or just acknowleding that magical fear is different from fear? Because if you are trying to say that Brave Orcish Barbarians only make sense if they have wisdom saves... you are kind of insultingly wrong.
Try to learn the difference between roleplaying and mechanics.

An orc barbarian can be super-brave and still not be good at protecting their mind from magical attacks that would inflict the frightened condition on them.

So, the only one of those that you listed that I would agree with are the Grung. I'm not actually familiar with what happens in the adventure for saltmarsh, never played it. Or tomb of annihiliation.
So basically, you're willing to actually change the rules because otherwise, you might have to accept that there are a couple of times where halflings get a bonus to their saves but gnomes don't.

But the Grung, I could give you. Because that is a drug. There is also, unless I decide to homebrew, no "mundane fear" effects. And, lets go back to something. You have accused me... what eight times? Fourteen? Of trying to control my player's emotional reactions. And I specifically pointed out that of course the Dragon's fear aura HAS to be magical. Do you remember why I said that?
Yes, so that you could "prove" that gnomes are just as resistant to fear as halflings are.

Because if it is non-magical, then I am taking away my player's control of their emotional reactions. And that, is a bad thing.
Except that this is a very specific case involving a very specific condition. You could easily say that a dragon's roar involves infrasound or a dragon's scent includes fear-causing pheromones and thus has the same effect as magical mind-control (which also takes away their emotional reactions, by the way). And no matter the origins, you can say that it affects their biological processes--the trembling hands and quickened heart beat interfering with combat that I mentioned ages ago--but not their mental or emotional processes.

There's a huge difference between something like this--which allows for both an initial saving throw and another one at the end of every turn--and the DM saying "no, sorry, you're actually feeling <emotion>." The former is a game mechanic that's been around since the start in one form or another. The latter is bad DMing.

So, if 99% of all fear abilities are magical mental saves, and of the very few examples you can give that give a different sort of save, half of the halflings who might get played are resistant because of poison, not because of fear, then why aren't gnomes as brave as halflings?
Because--as I already said--they aren't Brave, they're Magic Resistant.

If may have much the same effect, but the cause is different.

This is the issue I've been struggling with. The one you dismissed as me just being a naughty word DM who doesn't understand that players control their characters. Of course, you could have realized that sooner if you had been interested in discussing instead of just attacking me.
Look, I have already explained this to you a dozen times or more. I am really, really tired of repeating myself. Either actually accept my advice and change your tune to expanding upon the given options, or don't bother replying, because I have no interesting in going over it again.
 

If a race in the MM is an option for every table, then you already have everything in there, right? So are you asking them to do (apparently) nothing by that argument by switching something from the MM to PHB? Or are you wanting them to put something entirely new in the PHB? .Or does it actually make a huge difference to players which book the races occur in?
It does make a difference, since moving halflings to the Monster Manual means that it frees up space in the PHB and also means that we don't have to build halflings into every world. But, primarily, it allows some breathing space for new ideas.

It feels odd at the end of this post to read that you don't care at all about the lore as far as keeping them or not, just their popularity in the game, given that what occurs before that in the same post is all about the lack of lore outside the game.
It's not a lack of lore outside the game. It's a lack of EXISTENCE. Haflings have so little traction that even fantasy authors ignore them.

Halflings beat gnomes still and beat half-orcs until 2019. If the only thing that mattered was long term popularity then it feels like both gnomes and half-orcs would ben locked onto the removal list first for their long-term failure. (Which would have missed a jump for.half-orcs).
Halflings just barely beat out half-orcs in the poll. As in, the difference is largely a rounding error. Honestly? I wouldn't be sad to see half orcs go too. Personally, I would like to see the bottom races all get the chop - sent to the Monster manual and give a chance to new ideas that have a chance of gaining traction. But, this conversation is about halflings, so, "Well, whaddabout X" arguments are just more smoke and mirrors.

That some races are less popular than haflings doesn't make hafllings popular.
 

Halflings just barely beat out half-orcs in the poll. As in, the difference is largely a rounding error. Honestly? I wouldn't be sad to see half orcs go too. Personally, I would like to see the bottom races all get the chop - sent to the Monster manual and give a chance to new ideas that have a chance of gaining traction. But, this conversation is about halflings, so, "Well, whaddabout X" arguments are just more smoke and mirrors.

That some races are less popular than haflings doesn't make hafllings popular.

Your argument sounded popularity based. If you hadn't stuck to it, then the answer would have felt revealing to me (as opposed to obfuscating).

Relegation like in UK Football/Soccer?
 


I think there have been a lot of great authors, and if it hadn't been for Tolkien maybe someone else could have come along and done something similar. But before him we had some fantasy with authors like Burroughs and Howard, but those books were basically pulp fantasy. Those books were not bad and I'm sure there are others I'm not thinking of or that I've never personally encountered. So yes, they wrote fantasy, but they didn't go as far in their world building. We likely wouldn't have elves, dwarves, orcs, goblins in anything like the form we have them now if it wasn't for Tolkien.

I mean, the last book I read was Andy Weir's Project Hail Mary and I really enjoyed it. Doesn't mean that I don't recognize Heinlein and Aasimov as being pivotal in the development of science fiction. Along the same line, JRR Martin may be a good author but he hasn't introduced pivotal or novel concepts to his world.

Maybe. But Tolkien didn't invent Elves, Dwarves, Orcs and Goblins whole cloth out of nothing. Heck, his goblins were influenced by George MacDonald's "The Princess and the Goblin" from 1872. Guess we should be saying that modern fantasy owes a huge debt to MacDonald, because we wouldn't have goblins in anything like the form we have now if it wasn't for him. You could even say he introduced a pivotal concept to the fantasy genre, since I know for a fact that those goblins were miners and lived underground and didn't like the light.
 

It does make a difference, since moving halflings to the Monster Manual means that it frees up space in the PHB and also means that we don't have to build halflings into every world. But, primarily, it allows some breathing space for new ideas.
You already don't have to build halflings into every world. If you build your own worlds, you never have to include halflings in them. If you use official worlds, you can remove halflings and replace them with something else.

That some races are less popular than haflings doesn't make hafllings popular.
It makes them more popular than those other races, though.
 

It's rather telling that outside of D&D, you never see halflings at all. World of Warcraft AFAIK, doesn't have halflings. I'm struggling to think of a single example of a fantasy author that uses anything resembling halflings (that isn't a Tolkien pastiche like Terry Brooks). Granted, I don't read that much fantasy anymore - I read a lot more SF - but, like I said, I can find works with elves, and dwarves and all sorts of things. But halflings? I'm really struggling to think of a single example.
This is nonsense.

The problem is that there are two D&D races sitting in very related thematic spaces. The first is the halfling, the second the gnome. One of these has a longer tradition in D&D, a clearer thematic identity, and is by D&D beyond more popular. The other is the gnome.

Gnomes normally happen in settings like Harry Potter where part of the point is to emphasise how magical everything is (and gnomes can have unfortunate anti-semitic implications as in Harry Potter having a race of small hook-nosed gold-obsessed people who control the banking system). And yes I know that they are called Goblins in the Harry Potter setting. Gnomes in the Harry Potter setting are a foot tall. In Pratchett's Discworld the only gnome I can think of, Buggy Swires, is 6" tall. Even D&D doesn't know what a gnome is in D&D.

The thing is that "halflings" tells me a lot about halflings. It tells me they are dimninutive but on a human scale. It tells me that they are seen as a non-threat, and even answer to the name "halfling" (my theory for "Dwarves" is the race name came first in D&D).
Halflings just barely beat out half-orcs in the poll. As in, the difference is largely a rounding error. Honestly? I wouldn't be sad to see half orcs go too. Personally, I would like to see the bottom races all get the chop - sent to the Monster manual and give a chance to new ideas that have a chance of gaining traction. But, this conversation is about halflings, so, "Well, whaddabout X" arguments are just more smoke and mirrors.

That some races are less popular than haflings doesn't make hafllings popular.
Personally I'd like to see gnomes folded in as a subgroup of halflings with a defined relationship. It would do good things for both.
  • You wouldn't have each race taking up half the archetype of the other
  • It would turn the two of them into one normally popular race.
  • You'd be able to add nuance to the two if you bothered to say when someone was called a gnome and someone a halfling
  • It would keep both around
And the "what about X" is not smoke and mirrors when the only reason people are having conversations about halflings this way is that the gnomes are taking up half the variety within the archetype.
 

Yeah magical world building in a universe not our own, with a map, made up languages, making mythic beings into people with cultures and recognizable emotions and motives, inventing songs, and other cultural intangibles, for those fantastical peoples, all totally old hat ideas before The Hobbit was published. 🙄

Magical world-building in a universe not our own? Guess Conan and C.S. Lewis don't count? Funnily enough, looking more into George MacDonald who I mentioned to Oofta... He was the one to be created with creating the first fantasy world in 1858 with his novel Phantastes.

Wikipedia actually credits him as a massive influence on Tolkien and Lewis.

Mythic beings with cultures, emotions and motives? Dude, have you read fairy tales? Pretty much all old folklore included that. Like, how else were brownies and leprechauns to get enraged at people for breaking the rules if they didn't have emotions and cultures?

I can't even give credit to Tolkien for the idea of a fantastical language, though I will give him credit that he actually made a language instead of referencing it, but the idea of "secret languages" for the fantastical people is ancient.


So... he made a map and he gave them songs? I can give him that. But how big of an impact do those elements truly have on modern fantasy writing? And while maybe we can give him credit for being popular, It certainly seems that crediting him with inventing these ideas is waaay off base
 

It won’t happen. Period. You know damn well it won’t.

Yet you seem certain that it is utterly impossible for a halfling player to play a year long campaign and never roll a 1?

And, moreover, if it does happen and they do roll a 1 (which is possible) it will be in a way that matters, and not a throw away roll that doesn't allow the ability to be a hilight or of any importance?

Okay? So what? Even in the very rare case where it never comes up…who cares?

The halfling player in that game who was sold on the idea that they were going to be unusually brave, noticeably brave even amongst their companions. I imagine they might care that there was no way for them to use their ability and showcase this important aspect to their character.

Oof. Come on, man. You really gonna pretend that you aren’t influenced by modern western fantasy? You literally cited The Ranger’s Apprentice. You think that book in particular isn’t heavily influenced by Tolkien? Really!?

Hell even a lot of fantasy anime is influenced by Tolkien.

I'm not trying to say that I'm not influenced by modern western fantasy. But trying to say that all modern western fantasy and even eastern fantasy can be traced by to the singular work of Tolkien is far too much.

I mean, are you trying to tell me Tolkien wasn't influenced by Fairy Tales? That he wasn't influenced by Morte d' Arthur? If I am supposed to pay homage to Tolkien for potentially inspiring s writer of fantasy, then shouldn't we also pay homage to the writers and storytellers who influenced Tolkien? What's the difference except that they are less famous? Or, their stories are in the public domain, so they don't have a monolithic estate pushing them back into the public conciousness every few decades.
 

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