And again, you are strawmanning here.
I didn't say "take a non-human trait and declare it to be a human trait." Real humans in the real world claim to be reincarnations. It's a central tenet in some religions. It can be very true in a fantasy world.
...Unless you are claiming that D&D humans have to follow a particular religious model based on an Abrahamic-style reskinning of the Greco-Roman pantheon? Or that any D&D human religion that involves reincarnation is automatically false?
Okay, then name all the people you knew in your past lives. Where are they now? Would you be able to call them up and have them post on this forum confirming that they are indeed the people you knew in your past life?
You are trying to make my statement into something it isn't, and then claiming a strawman. An elf doesn't believe they are a reincarnation, they ARE a reincarnation. They don't need to claim it, they can go and speak to the people from their past lives memories and reminiscence about those times. They don't need special spiritual awareness, they just are.
This has NOTHING to do with religion and I'd appreciate you not trying to make this into some anti-hindu or anti-buddhist statement. Those belief systems have nothing to do with the biological and mental reality elves are dealing with. Because even in the context of those religious beliefs, elves are dealing with something ENTIRELY different.
"Divinity of Mankind" was a perfectly acceptable choice for a religion, as per the 2e Complete Priests Handbook. It even spawned a racist and sexist men's club in Lamordia. A party consisting only of humans is perfectly fine, and was considered the ideal in 1e.
So I don't know what you're complaining about here.
The fact that you are altering definitions of human to include whatever you feel like to descredit my points. Which you completely missed the sarcasm of me redefining shield and sword to be human. I thought at least that much would be obvious.
The ability of a high elf to cast a cantrip is the same as a studied wizard. Gotcha.
No it isn't. And that ignores my point.
1. I don't care that Oofta said halflings are non-magical.
You really should. He absolutely doesn't want halflings to be magical. If you want magical halflings you really should care that him and others would want to remove that as an option.
2. Probably ghostwise and lotusden halflings don't come more for the same reason pallid elves and shadar-kai don't come up more often: they're not in the PHB, and weren't historically common types of elves. Maybe they should be, but that's a discussion for another edition.
Shadar-Kai don't come up because their history of recently being human is very confusing, since many people still imagine they are humans it is strange for them to think they are elves.
Also, Pallid elves are not truly very different from other types of elves. They don't really need mentioning since they don't break the mold. However, in the assertion that all halflings are unremarkable and non-magical, magical halflings would break that mold and be quite notable.
3. The difference between halflings and gnomes is both cultural and mechanical. If you care to get into fantastic DNA, there's probably a load of differences between them--probably more than the difference between humans and elves, since half-elves both exist and are fertile and "gnomelings" aren't really a thing. And sure, maybe an individual, home-brew setting doesn't need both races, but the game is not an individual, home-brew setting. The game is a toolset to allow people to take their own settings, or to use an official setting.
Wow that is a whole lot of saying nothing. Everything after your first sentence is just pointing out that there isn't a distinct halfling/gnome mixed race option, which is true for 99% of all mixed race options, so not exactly breaking ground.
Then, instead of actually PRESENTING evidence, you simply say that their differences are cultural and mechanical. Which, hey, I can give you mechanical, halfling mechanics are pretty forgettable after all and don't really add much useful flavor compared to gnome mechanics, but can you actually... give some examples of what makes a forest gnome culture completely and utterly different from a lotusden halfling culture? And then explain why cultural differences aren't enough to make them simply sub-races like Mountain Dwarves and Hill Dwarves who only really had cultural and mechanical differences?
Or is this just a "I assert I'm right and don't provide any evidence" sort of discussion?
But she is not a D&D gnome.
Which, again, I acknowledged. Do I need to go ahead and pre-acknowledge it for the next post too?
The point is, nothing I said about what she can do would be seen as unusual for a DnD gnome. In fact, it fits perfectly into DnD gnomes and no one bats an eye at it. I should know, I put it into my DnD gnomes and not a single player ever went "wait, gnomes can't do that!". In fact, they just accepted it as a fact of gnomish life.
The original mythical gnome was an earth elemental. That is not a D&D gnome. Neither are garden gnomes, Warhammer gnomes, Discworld gnomes, Oz nomes, or the gnome in the 2015 slasher movie "Gnome Alone."
D&D gnomes are one type of gnome.
Therefore, claiming that a character from a non-D&D source is some sort of exemplar of D&D-gnomeness is utterly ridiculous and completely pointless.
Except that it isn't pointless. I'll agree with you that gnomes are no longer earth elementals, just like kobolds are no longer goblins. That isn't exactly a difficult point. Garden gnomes are a type of statuary, so also not relevant, just like garden dragon statues aren't dragons.
As for the rest, what are their characteristics? What makes them different from other gnomes? I'm not familiar with them. Well, I think the Nomes of Oz do stick closer to their earth elemental roots, which is fine, and I would also not that Nomes not being Gnomes is the same as Porcs not being Orcs. Different names are different it turns out.
Which leaves us with a slasher fic, probably based on garden gnome statuary, and then Discworld and Warhammer, both of which tend to have extreme deviations from normal fantasy. However, they are still called "gnomes" so there has to be a reason for that, right?
Why do they need to be non-magical farming people who aren't very important and fade into the background in order to be halflings? The halflings of Eberron are magical, don't farm that much, are politically important, and don't fade into the background. Are they not halflings?
Stop using the One True Halfling fallacy. Especially since you, in the past, have said that halflings that are too different from the norm don't count.
So, I'm confused.
See, for the last three threads I've been repeatedly berated about what the definition of a halfling is. It has been a major point of contention, because I want to change a few things about them, and I have been told that changing any of those factors would make them decidedly not halflings.
However, now, you are berating me for sticking to the definition that I have had thrown at me over and over and over again.
So, here, I'll just step back for a second. What is a halfling? Is a halfling just whatever you decide is a halfling, or is there some sort of definition for them? Because I'm not going to continue being yelled at for both using and not using the definition everyone else has. That way lies madness.
To go to war, you need armies. Neither goliaths nor firbolgs have the types of communities that can fund armies (unless in your particular setting they do), so at most they can do skirmishes and raids.
Halflings have the types of communities that can fund (small) armies, but they are peaceful enough that, as a race, they choose not to. At most, they have militias to protect themselves from invaders.
Some individual halflings, and some individual halfling communities choose to aid other people (humans) in wartime.
So, halflings go to war. Because any halfling community bigger than a small village is typically depicted as part of a human community. Much larger than that and they would need things like... kings, armies, you know all those things that you claim they can't have.
In fact, other than the Talentas barbarian halflings of Eberron, is there a halfling location you know of that is bigger than a couple of villages? I'll put forth that human villages also typically only have militias and not armies, though it isn't because humans as a race are peaceful, but because they can't support armies with a village's worth of supplies.
I really feel like I'm dealing with Schrodinger's halflings here, since suddenly we have halfling cities and maybe even small halfling countries, when previously they just had small villages. Where is all of this coming from?
Always? Every single human settlement must feature halflings in it?
Ah, you got me, egg on my face. I'm sure there are human settlements without halflings. In fact, humans seem to exist just fine without halflings.
How many halfling cities with zero humans can we name? Not countries, cities.
No halfling village or town ever has a mayor or governor or council of elders?
Can they overrule the king who commands the land their village sits on?
"Sorry, High King Etheril, the Halfling Mayor of Gallybrooke said you are not allowed to go to war, we must call it off"
So, if the human villages in the kingdom are considered to be going to war when the king declares war.... why aren't the halfling villages?
And there's no possibility that the halflings were there first and the humans just took the land the halflings didn't need?
Sure, maybe thousands of years ago halflings lived in this land and then the humans came in, waging war and conquering, and the halfling were like "sure, you can have all the land surrounding us, we weren't using it anyways"
Of course, that still doesn't change the fact that when the humans, in the future, wage war and conquer that the halflings tend to follow them, which was my point.
(Also, Avoreen is a male god.)
shrug
Mixed them up with Gaerdal Ironhand
That's on you, then, if you don't think it speaks about their character.
Hmm, if halflings criminals "easily arise" in human societies, then what's going on in those societies that force halflings into the role of criminal? And do those halflings who live in human societies have a choice about whether or not they go to war or not?
Shouldn't we know the answers to these questions instead of you having to answer me? Why is it that halflings turn to a life of crime so easily? Halflings live with humans constantly how do they interact with the humans and deal with their supposedly conflicting natures. Do human kingdoms make exceptions when they create peasant levies and ignore halflings? Why? How does this change the dynamic of the races?
I can make up things, but if halflings are supposedly defined by their peacefulness and unwillingness to go to war (but not to kill things during adventures) then shouldn't this be a major thing discussed in the books?
So? It's cultural, not mechanical. If your halflings lack those cultural traits, that's on you.
How is it on me? I didn't create halflings, you won't find my name listed in the PHB. Why is it my fault that halflings lack anything that can possibly define them besides just vague platitudes?
And, again, if it is just cultural, why can't halflings be a sub-race of Gnomes, just like hill dwarves and mountain dwarves? It is all only cultural after all.
Why is that funny? We're talking about D&D, not other settings or systems. You can't say "This non-D&D take on a non-halfling is cool, therefore halflings aren't cool." That makes no sense.
And yes, we do need to change the essential natures of goblins and orcs, because up until recently, their essential nature was "Always Evil, Kill On Sight." And there are players who want that to remain their essential nature, because they make for easy bad guys that way. When you take away the AEKoS nature of orcs and goblins, you basically have nothing left, culturally. Which means that in order to use them as people, they need to be changed a lot. And then a lot of people want to get rid of them as a PC race, accusing them as just being humans in rubber masks.
Halflings, however, have never been AEKoS monsters--not even in Dark Sun, where they were perfectly playable and listed as Lawful Neutral in the Dark Sun MCAII, with the cannibals being listed as chaotic renagades. Which means that they (halflings in general) don't need to be revamped in order to be a playable people.
So your paragraph here is, in fact, entirely wrong.
So, I can't point to a better designed version of something to say that the other version is poorly done? Meanwhile, others are allowed to constantly harp on Tolkien like he was somehow involved in the writing of Dungeons and Dragons?
And sure, halflings are "playable" but they aren't good. As we have been discussing, you don't even seem to have a consistent definition of what a halfling is, since they keep morphing every time you find another point of mine you don't like.
First, it's bizarre that you would assume that halflings can only provide these useful services for humans. Why wouldn't you assume they provide these useful services for each other?
But anyway, D&D is a humano-centric game. LIterally every single creature and object in the game is built to interact with humans in some way. Dragons hoard treasure just so humans can kill them and claim the treasure--they certainly don't use it for any other purpose. Mind flayers eat human brains. Mimics look like chests so that human adventurers will get lured in. Nearly every nonhuman race and monster speaks Common--the human language. Despite all logic to the contrary, nearly every setting as humans as the dominant species. For that matter, why are nearly all the PC races humanoid? If elves predate humanity, humans should be elfoid.
Why all this? Because D&D is a game that is played by humans.
To answer the first point, it is because halflings cooking for halflings isn't special. It would be like a human cooking for a human, kind of obvious. But, again, you decided to phrase it thusly, "So in that case, being the best, most cheerful hosts and chefs is equally as useful as whatever abilities elves and dwarfs are. Probably more useful, in fact, because you being able to change your gender over night doesn't affect me in anyway, but you being able to cook me a good breakfast
does."
You were the one who decided that the elvish expierence of Gender doesn't matter, because it can't provide anything for humans (or other races, I guess). That wasn't me. That was your take away. You need to defend that, especially since...
- Dragon's hoards are tied directly into their magic and their afterlife.
- Mind Flayer's eat sentient brains, not just human brains.
- Mimics look like treasure chests to lure in adventurers, adventurers are not solely human. Additionally, mimics can take on a variety of forms and adapt to what is most useful for their environment.
So... you were wrong about every single one of these
Yep, common is the human language. Took them long enough to acknowledge that. Luckily, languages are not defining. Whether or not you speak common holds no bearing on whether you are an elf, dwarf, or dragon. As for the rest, yes, it is a game played by humans. So therefore the only way that halflings should be defined as a race is how useful they are to humans?
I'm going to say yikes to that, and recommend you take a different stance, because that is a very very poor way to define a race of people.
Why do you need something fantastic to define them? I sure don't.
Why not? They are a fantasy race, if they aren't fantastical then what's the point? At that point they may as well just be humans.
This is use, using the No True Scotsman fallacy, because I've done this before with you. Halflings aren't fantastical enough, they're not good. Halflings are fantastical? They're not proper halflings. You have said this.
No, other people have declared that halflings need to be non-fantastical. That is there definition. I want them to be more fantastical, and you seem to think my pointing out the cognitivie dissonance between people insisting they are non-fantastical and the existence of rarely discussed fantastical options is somehow me trying to gas light you.
Your understanding of the situation would be aided if you stop assuming I am a malicious agent.