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RPG Evolution: The Trouble with Halflings
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<blockquote data-quote="Faolyn" data-source="post: 8693722" data-attributes="member: 6915329"><p>You mean every single one of your posts? Because no matter what your words are, that's what you're actually saying. Your <em>intent </em>is very clear.</p><p></p><p></p><p>Because you are taking one example and saying that proves your entire point while ignoring everything else people have said.</p><p></p><p></p><p></p><p>And now you're getting it! Stopping a breath weapon is narratively appropriate, but not part of the <em>mechanics</em>. </p><p></p><p>Halfling luck is narratively appropriate, but not part of the mechanics.</p><p></p><p>The narrative is up to the player and DM. If you want halflings in your game to be lucky, then you, as the player or DM, need to add that to the narrative.</p><p></p><p></p><p>If you're trying to claim that a comic proves that halflings are supposed to be lucky because it's a D&D comic, then having that comic be written for an edition that didn't have halfling luck in it fails to prove your point. It's like using the original AD&D comics produced by TSR to prove that elves can't be paladins in a WotC-era game.</p><p></p><p></p><p><strong>EVERYONE HAS BEEN SAYING THAT THE LUCK ISN'T SUPPORTED BY THE MECHANICS IN THE WAY THAT YOU THINK IT'S SUPPOSED TO BE.</strong></p><p></p><p>If <em>you </em>only include things at your table that are supported by the narrative, that's a you problem. Plenty of DMs are willing to include things that aren't written on your sheets and require a die roll.</p><p></p><p></p><p>And you're <em>still </em>not getting it.</p><p></p><p>The narrative is that halflings are luckier and braver than humans. Thus, NPC halflings are always going to be luckier and braver than NPC humans, because they're controlled by the DM how can just declare that to be so. For a PC race, being luckier and braver is represented by a trait that lets you reroll 1s and a trait that gives advantage on saving throws against being frightened. </p><p></p><p>For the narration to continue with the PCs, the players have to be willing to show that their human characters are shaking with fear but willing to go ahead anyway while their halfling characters are just strolling in, unaffected. And for the DM to have lucky breaks happen to the halfling (or to credit good rolls to halfling luck) and not have the same breaks (and not have good rolls be the result of luck) to the non-halflings.</p><p></p><p>If the players and DM are not willing to do that, it's not the game's fault. Its the fault of the players and DM.</p><p></p><p></p><p>It's a freakin' <em>name.</em> Get over it. It's not trying to present anything but a mechanic.</p><p></p><p>This is on the level of claiming that Mask of the Wild is badly named because there's no actual masks involved.</p><p></p><p></p><p>Maybe then you shouldn't have spent so much time trying to disprove that the traits are actually lucky or brave because of only being 3% better or that paladins have the same abilities as halflings and spent more time saying "I'm not talking about the traits." Which, you know, <em>you never actually did</em>. Instead, you tried over and over again to prove that the traits are mechanically bad.</p><p></p><p>Because, as <em>I </em>have brought up, and I'm sure others have as well, the narration is entirely up to the players and DM.</p><p></p><p></p><p>The lore doesn't say it's supernatural. The lore says that maybe the gods were involved, or at the least, halflings have a god of luck--which would make sense, since they're a people who put great stock in luck. </p><p></p><p>More to the point: there's nothing that says halflings stop being lucky in an <em>antimagic field</em>, which says that it's not supernatural.</p><p></p><p></p><p>You could have fooled me, considering <em>everything you've said about them.</em> </p><p></p><p>If truly the only thing you care about is the narrative, then work on your narrative skills.</p><p></p><p>And as I said, I've given you examples of how to include lucky moments in your game that don't unduly reward the halfling PC and don't punish non-halflings, and you have consistently ignored or mocked them.</p><p></p><p>-The halfling manages to grab, completely at random, the best apple in the bushel.</p><p>- A cart whizzes by, splashing mud all around, but the halfling doesn't get dirty.</p><p>-At a carnival, the halfling wins the best prize (equivalent in value to a giant stuffed toy) at a game everyone would swear is rigged.</p><p>-At the inn, the cook just happens to have one more serving of the halfling's favorite desert.</p><p>-The halfling falls into a river. When they emerge, there's a big ol' fish caught in their shirt, just in time for dinner.</p><p>-The PCs want an audience with the local magistrate. You, the DM, had decided that they were going to get that audience, but you narrate it as if the magistrate is particularly interested in hearing news or lore from the halfling's hometown and that's why they granted the audience.</p><p>-The halfling fails a climbing roll and falls. You, the DM, know that any damage taken is going to be healed up anyway before the players next get into combat and the fall isn't nearly enough to kill the halfling. So luckily, there's a haycart right under the halfling and they don't take damage; they just have a sore butt for a while.</p><p></p><p>And so on. It's not up to the game to provide these through mechanics. It's up to you as the DM to come up with these ideas.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8693722, member: 6915329"] You mean every single one of your posts? Because no matter what your words are, that's what you're actually saying. Your [I]intent [/I]is very clear. Because you are taking one example and saying that proves your entire point while ignoring everything else people have said. And now you're getting it! Stopping a breath weapon is narratively appropriate, but not part of the [I]mechanics[/I]. Halfling luck is narratively appropriate, but not part of the mechanics. The narrative is up to the player and DM. If you want halflings in your game to be lucky, then you, as the player or DM, need to add that to the narrative. If you're trying to claim that a comic proves that halflings are supposed to be lucky because it's a D&D comic, then having that comic be written for an edition that didn't have halfling luck in it fails to prove your point. It's like using the original AD&D comics produced by TSR to prove that elves can't be paladins in a WotC-era game. [B]EVERYONE HAS BEEN SAYING THAT THE LUCK ISN'T SUPPORTED BY THE MECHANICS IN THE WAY THAT YOU THINK IT'S SUPPOSED TO BE.[/B] If [I]you [/I]only include things at your table that are supported by the narrative, that's a you problem. Plenty of DMs are willing to include things that aren't written on your sheets and require a die roll. And you're [I]still [/I]not getting it. The narrative is that halflings are luckier and braver than humans. Thus, NPC halflings are always going to be luckier and braver than NPC humans, because they're controlled by the DM how can just declare that to be so. For a PC race, being luckier and braver is represented by a trait that lets you reroll 1s and a trait that gives advantage on saving throws against being frightened. For the narration to continue with the PCs, the players have to be willing to show that their human characters are shaking with fear but willing to go ahead anyway while their halfling characters are just strolling in, unaffected. And for the DM to have lucky breaks happen to the halfling (or to credit good rolls to halfling luck) and not have the same breaks (and not have good rolls be the result of luck) to the non-halflings. If the players and DM are not willing to do that, it's not the game's fault. Its the fault of the players and DM. It's a freakin' [I]name.[/I] Get over it. It's not trying to present anything but a mechanic. This is on the level of claiming that Mask of the Wild is badly named because there's no actual masks involved. Maybe then you shouldn't have spent so much time trying to disprove that the traits are actually lucky or brave because of only being 3% better or that paladins have the same abilities as halflings and spent more time saying "I'm not talking about the traits." Which, you know, [I]you never actually did[/I]. Instead, you tried over and over again to prove that the traits are mechanically bad. Because, as [I]I [/I]have brought up, and I'm sure others have as well, the narration is entirely up to the players and DM. The lore doesn't say it's supernatural. The lore says that maybe the gods were involved, or at the least, halflings have a god of luck--which would make sense, since they're a people who put great stock in luck. More to the point: there's nothing that says halflings stop being lucky in an [I]antimagic field[/I], which says that it's not supernatural. You could have fooled me, considering [I]everything you've said about them.[/I] If truly the only thing you care about is the narrative, then work on your narrative skills. And as I said, I've given you examples of how to include lucky moments in your game that don't unduly reward the halfling PC and don't punish non-halflings, and you have consistently ignored or mocked them. -The halfling manages to grab, completely at random, the best apple in the bushel. - A cart whizzes by, splashing mud all around, but the halfling doesn't get dirty. -At a carnival, the halfling wins the best prize (equivalent in value to a giant stuffed toy) at a game everyone would swear is rigged. -At the inn, the cook just happens to have one more serving of the halfling's favorite desert. -The halfling falls into a river. When they emerge, there's a big ol' fish caught in their shirt, just in time for dinner. -The PCs want an audience with the local magistrate. You, the DM, had decided that they were going to get that audience, but you narrate it as if the magistrate is particularly interested in hearing news or lore from the halfling's hometown and that's why they granted the audience. -The halfling fails a climbing roll and falls. You, the DM, know that any damage taken is going to be healed up anyway before the players next get into combat and the fall isn't nearly enough to kill the halfling. So luckily, there's a haycart right under the halfling and they don't take damage; they just have a sore butt for a while. And so on. It's not up to the game to provide these through mechanics. It's up to you as the DM to come up with these ideas. [/QUOTE]
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