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RPG Evolution: The Trouble with Halflings
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<blockquote data-quote="Faolyn" data-source="post: 8692880" data-attributes="member: 6915329"><p>Yes, yes it is.</p><p></p><p></p><p>Yes, this all nonsense because it has nothing to do your premise: that the narration you provide for the halflings in your game doesn't include magical luck, so therefore, halflings are a terrible PC race.</p><p></p><p>Whether or not halflings are 3% more lucky or 45% more lucky or even 100% more lucky is completely irrelevant because you refuse to understand that the trait is a passive trait that lets them reroll 1s and not a narrative trait that allows the player to rewrite reality so they can be super-lucky all the time. And because death saving throws are just one type of roll that they can use their Lucky with.</p><p></p><p></p><p>Well, I just checked, and that comic seems to have come out in 2010-2012, so he had never heard of <em>5th edition.</em> Oh and, 4e halflings <em>didn't </em>have Lucky as a trait. As far as I can tell, they only had a power called "second chance" which allowed them to reroll <em>an attack </em>roll once per encounter. </p><p></p><p>So your example had nothing to do with 5e halflings who have the Lucky trait. </p><p></p><p>Also, I just read the comic you posted that screenshot from (issue 0). That was pure writer's fiat there, not a thing to do with any sort of mechanics. As evidence by a black dragon's breath weapon getting blocked by a single shield and then the dragon getting killed by a single blow to the head. I don't think is how breath weapons worked in 4e, and one rock shouldn't be enough damage to take down a dragon, as I already said.</p><p></p><p>[ATTACH=full]253856[/ATTACH]</p><p></p><p></p><p>I already answered this question before: because comics, shows, and books don't actually use D&D mechanics, because D&D mechanics don't tell a good story. You want the Heroes to slay the BBEG at the end, not get killed because they rolled badly or because they forgot that it was immune to one damage type or weak against another. Or worse, because you want the Heroes to have an epic battle and instead they do something completely off the rails that turns the final battle into a farce. You want a sneaky thief to kill someone with a single blow from behind, not just do some extra damage and then have to engage in combat for a few more rounds. You want an archer to shoot an arrow into the monster's eyes because it looks cool, while in the game they can't do that because D&D doesn't have a called shot system. You want to have scenes where the cleric truly speaks with their god and perform miracles beyond mere spells and not have to wait until they reach a high enough level to cast <em>commune</em> or use the Divine Intervention trait. You want to have a scene where a young, fresh-faced druid wildshapes into a bird even though druids of that level can't. You want to have casters use spells in creative ways that the rules don't normally allow. </p><p></p><p>A D&D-based comic, novel, or show is based on the game's worlds, not on their mechanics. </p><p></p><p><em>And </em>I also answered this a second way as well. Halflings believe in luck. They credit good things to good luck and bad things to bad luck. So if something good happens to or near a halfling, it must be because of halfling luck.</p><p></p><p></p><p>You honestly can't tell the difference between narrating an elf PC being aloof and a halfling PC being lucky? OK then. Here goes: if you narrate an elf PC being aloof, you are taking over the character from the player and telling the player what their character is doing. That's not cool.</p><p></p><p>If you narrate a halfling as being lucky, then you are modifying the world around them The world that you, the DM, <em>already are in complete control of.</em> </p><p></p><p></p><p>A bird can fly. In order to fly, a human has to go through the effort to get into an airplane or similar machine. That doesn't diminish a bird's natural ability to fly.</p><p></p><p></p><p>Nope. Because human paladins <em>also </em>have an ability to resist the frightened condition. That doesn't make halflings less special, because all halflings can resist being frightened and only the very, very few humans who become 10th-level paladins get the same ability.</p><p></p><p></p><p>Sure: an NPC halfling and an NPC human walk into a haunted house. The ghosts in the house say "Get out! GET OUT!" The DM decides that the human runs away screaming and the halfling doesn't.</p><p></p><p>Now why is it that you refuse to understand that Brave is a passive, mechanical trait and <em>not </em>a narrative trait? Am I not getting through to you, or are you just trolling?</p><p></p><p></p><p>And again, you've been talking about the wrong thing. Because it is not a narrative trait. It makes as much sense as complaining that dwarfs aren't good at determining the origin of woodwork.</p><p></p><p></p><p>The narrative matters.</p><p></p><p>Traits are not the narrative.</p><p></p><p>Traits don't control the narrative.</p><p></p><p>Traits don't determine the narrative.</p><p></p><p>All traits do is help to maybe nudge the narrative in certain directions. Instead of saying rolling a 1 when using Perform and then saying "I failed miserably when I tried to sing a song to woo the bartender," the halfling can roll a 1, reroll, get another number, and then base their narrative off of <em>that </em>number instead. Because they're Lucky in a way that lets them reroll 1s. </p><p></p><p>The narrative, however, is entirely up to the player and DM. The Lucky trait only ensured that the first roll isn't a natural 1.</p><p></p><p></p><p>Sure. And that's something that's up to the DM to include. Or something that never actually happens in real life but people believe it does. Or it only happens to NPCs. It's not something that needs to be on the character sheet.</p><p></p><p>I've even given you suggestions on how to include the luck by doing minor things that favor the halfling but don't affect them mechanically or financially, and you've poo-poohed them.</p><p></p><p></p><p>the only person who's said that is you, so I don't know what your problem is. </p><p></p><p>Both a human child and a halfling child may quake in fear from the monster under a bed, but if that monster exists and produces an effect that inflicts the frightened condition, then the halfling is less likely to succumb to it. Because their trait doesn't affect fear, it affects the frightened condition.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8692880, member: 6915329"] Yes, yes it is. Yes, this all nonsense because it has nothing to do your premise: that the narration you provide for the halflings in your game doesn't include magical luck, so therefore, halflings are a terrible PC race. Whether or not halflings are 3% more lucky or 45% more lucky or even 100% more lucky is completely irrelevant because you refuse to understand that the trait is a passive trait that lets them reroll 1s and not a narrative trait that allows the player to rewrite reality so they can be super-lucky all the time. And because death saving throws are just one type of roll that they can use their Lucky with. Well, I just checked, and that comic seems to have come out in 2010-2012, so he had never heard of [I]5th edition.[/I] Oh and, 4e halflings [I]didn't [/I]have Lucky as a trait. As far as I can tell, they only had a power called "second chance" which allowed them to reroll [I]an attack [/I]roll once per encounter. So your example had nothing to do with 5e halflings who have the Lucky trait. Also, I just read the comic you posted that screenshot from (issue 0). That was pure writer's fiat there, not a thing to do with any sort of mechanics. As evidence by a black dragon's breath weapon getting blocked by a single shield and then the dragon getting killed by a single blow to the head. I don't think is how breath weapons worked in 4e, and one rock shouldn't be enough damage to take down a dragon, as I already said. [ATTACH type="full" width="538px"]253856[/ATTACH] I already answered this question before: because comics, shows, and books don't actually use D&D mechanics, because D&D mechanics don't tell a good story. You want the Heroes to slay the BBEG at the end, not get killed because they rolled badly or because they forgot that it was immune to one damage type or weak against another. Or worse, because you want the Heroes to have an epic battle and instead they do something completely off the rails that turns the final battle into a farce. You want a sneaky thief to kill someone with a single blow from behind, not just do some extra damage and then have to engage in combat for a few more rounds. You want an archer to shoot an arrow into the monster's eyes because it looks cool, while in the game they can't do that because D&D doesn't have a called shot system. You want to have scenes where the cleric truly speaks with their god and perform miracles beyond mere spells and not have to wait until they reach a high enough level to cast [I]commune[/I] or use the Divine Intervention trait. You want to have a scene where a young, fresh-faced druid wildshapes into a bird even though druids of that level can't. You want to have casters use spells in creative ways that the rules don't normally allow. A D&D-based comic, novel, or show is based on the game's worlds, not on their mechanics. [I]And [/I]I also answered this a second way as well. Halflings believe in luck. They credit good things to good luck and bad things to bad luck. So if something good happens to or near a halfling, it must be because of halfling luck. You honestly can't tell the difference between narrating an elf PC being aloof and a halfling PC being lucky? OK then. Here goes: if you narrate an elf PC being aloof, you are taking over the character from the player and telling the player what their character is doing. That's not cool. If you narrate a halfling as being lucky, then you are modifying the world around them The world that you, the DM, [I]already are in complete control of.[/I] A bird can fly. In order to fly, a human has to go through the effort to get into an airplane or similar machine. That doesn't diminish a bird's natural ability to fly. Nope. Because human paladins [I]also [/I]have an ability to resist the frightened condition. That doesn't make halflings less special, because all halflings can resist being frightened and only the very, very few humans who become 10th-level paladins get the same ability. Sure: an NPC halfling and an NPC human walk into a haunted house. The ghosts in the house say "Get out! GET OUT!" The DM decides that the human runs away screaming and the halfling doesn't. Now why is it that you refuse to understand that Brave is a passive, mechanical trait and [I]not [/I]a narrative trait? Am I not getting through to you, or are you just trolling? And again, you've been talking about the wrong thing. Because it is not a narrative trait. It makes as much sense as complaining that dwarfs aren't good at determining the origin of woodwork. The narrative matters. Traits are not the narrative. Traits don't control the narrative. Traits don't determine the narrative. All traits do is help to maybe nudge the narrative in certain directions. Instead of saying rolling a 1 when using Perform and then saying "I failed miserably when I tried to sing a song to woo the bartender," the halfling can roll a 1, reroll, get another number, and then base their narrative off of [I]that [/I]number instead. Because they're Lucky in a way that lets them reroll 1s. The narrative, however, is entirely up to the player and DM. The Lucky trait only ensured that the first roll isn't a natural 1. Sure. And that's something that's up to the DM to include. Or something that never actually happens in real life but people believe it does. Or it only happens to NPCs. It's not something that needs to be on the character sheet. I've even given you suggestions on how to include the luck by doing minor things that favor the halfling but don't affect them mechanically or financially, and you've poo-poohed them. the only person who's said that is you, so I don't know what your problem is. Both a human child and a halfling child may quake in fear from the monster under a bed, but if that monster exists and produces an effect that inflicts the frightened condition, then the halfling is less likely to succumb to it. Because their trait doesn't affect fear, it affects the frightened condition. [/QUOTE]
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