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RPG Evolution: The Trouble with Halflings
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<blockquote data-quote="Faolyn" data-source="post: 8693959" data-attributes="member: 6915329"><p>I don't need to read your mind when I read your posts.</p><p></p><p></p><p>If they're not addressing your point, why are you even answering it? Why not just say "I'm not talking about that, I'm talking about this other thing?" </p><p></p><p>Instead, when people have said "Lucky does this thing," you then go on to talk about how it's not not a good rule.</p><p></p><p></p><p>If roleplaying a halfling's luck is a burden, then why are you DMing? It's not like it's something you'd have to do multiple times a session. But presumably you do specific RP moments with each of your players based on their backgrounds, right? So why wouldn't you occasionally do a bit of halfling luck when you RP with with a halfling player?</p><p></p><p>Or do you <em>not </em>RP anything with any character that isn't covered by a mechanic?</p><p></p><p></p><p>Well, no, because the narrative is up to the DM and players. The <em>game</em> covers the mechanics.</p><p></p><p></p><p></p><p>And so on. That's what the game does. It's up to the DM and players to actually make those mechanics sound interesting. </p><p></p><p></p><p></p><p>At most, you can expect D&D to have suggestions on how to do the latter, but it's up to you guys to actually do it. Unless you think the books to have "d100 Halfling Luck Effect" tables?</p><p></p><p></p><p>First off, you are once again forgetting there's a difference between being afraid and being subjected to the frightened condition. They're <em>not </em>the same thing.</p><p></p><p>Secondly, there is <strong>NO ALOOF CONDITION. </strong>You are once again confusing a role-playing choice with a game mechanic. A person can role-play being aloof or surly or even afraid with zero mechanical support for that. </p><p></p><p>Thirdly, are the human and halfling PCs team players? Do you want to work together to improve the game's <em>narrative? </em>If so, then <em>yes</em>, RP your character as being frightened but willing to press on (because you made your save against being frightened) while the halfling continues on without a care in the world (because they also made their saving throw, but are "braver" than humans are). This isn't forcing the human to be scared; this is two players working together to RP racial differences. </p><p></p><p>I know that when <em>I </em>encounter an effect that puts the frightened condition on me and save against it, I at least try to roleplay being unnerved by it, even if I suffer no mechanical penalties. I do the same when I DM as well: if a PC saves against being frightened, I often tell them that they can feel the fear trying to grab them but they are able to push the worst of it aside. And my players are more than happy to RP that, and have done so even when I <em>haven't </em>said that. I had a player who decided that their character was going to have a full-fledged panic attack because one of their powers backfired (nat 1 on an attack roll) in a way that reminded them of a past trauma they had written into their background. The character wasn't being subjected to the frightened condition; the player RP'd being afraid.</p><p></p><p>So what is this? You want halflings to be "brave" because of the narrative, but you don't want the narrative to actually reflect the mechanics because then it isn't fair to the other players because it somehow forces them to be less brave, and you don't want to put out any extra effort to make the narrative more interesting. This is why I say it's obvious you just don't like halflings, because <em>nothing </em>is going to make you happy here.</p><p></p><p></p><p>And why not? The other players are brave because they overcame their fears. The halfling is brave because they didn't have the fear to begin with.</p><p></p><p>And <em>again, </em>being afraid is not the same as the frightened condition!</p><p></p><p></p><p>Except that you are refusing to actually understand the solution.</p><p></p><p>Halfling luck--lowercase <em>l</em>-luck--isn't "supposed" to be consistent. It just happens. It's not a mechanic that says the halfling finds a copper on the ground 1/short rest. You can throw it into the game whenever you want to. You can encourage the player to invent their own lucky finds, within some guidelines. You can <em>also </em>provide RP moments that emphasize the elfiness of your elf PCs, the dwarfiness of your dwarf PCs, and the humaness of your human PCs at the <em>same time</em>. </p><p></p><p>If you actually cared about the narrative, you'd do this.</p><p></p><p></p><p>I'm only suggesting this because <em>you </em>are overly concerned with the name of a trait. Literally nobody in my game that has three halflings, a tiefling, and a half-orc cares one whit about the trait's name or what it means because <em>they </em>are capable of looking past the name. Above, when I talked about the PC having a panic attack? That was one of the halflings (who either chose not to reroll that nat 1 or rolled a second nat 1, can't remember because it was several years ago), because the player is aware of the difference between fear and the frightened condition and who chose to RP it.</p><p></p><p></p><p>Neither Bravery nor Lucky are personality traits. They are the names of traits. You are confusing them with lowercase-b brave and lowercase-l lucky.</p><p></p><p></p><p>If you choose to not have a discussion with your players about the nature of halfling luck and the forms it might take, that's your problem, not the game's and not mine.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8693959, member: 6915329"] I don't need to read your mind when I read your posts. If they're not addressing your point, why are you even answering it? Why not just say "I'm not talking about that, I'm talking about this other thing?" Instead, when people have said "Lucky does this thing," you then go on to talk about how it's not not a good rule. If roleplaying a halfling's luck is a burden, then why are you DMing? It's not like it's something you'd have to do multiple times a session. But presumably you do specific RP moments with each of your players based on their backgrounds, right? So why wouldn't you occasionally do a bit of halfling luck when you RP with with a halfling player? Or do you [I]not [/I]RP anything with any character that isn't covered by a mechanic? Well, no, because the narrative is up to the DM and players. The [I]game[/I] covers the mechanics. And so on. That's what the game does. It's up to the DM and players to actually make those mechanics sound interesting. At most, you can expect D&D to have suggestions on how to do the latter, but it's up to you guys to actually do it. Unless you think the books to have "d100 Halfling Luck Effect" tables? First off, you are once again forgetting there's a difference between being afraid and being subjected to the frightened condition. They're [I]not [/I]the same thing. Secondly, there is [B]NO ALOOF CONDITION. [/B]You are once again confusing a role-playing choice with a game mechanic. A person can role-play being aloof or surly or even afraid with zero mechanical support for that. Thirdly, are the human and halfling PCs team players? Do you want to work together to improve the game's [I]narrative? [/I]If so, then [I]yes[/I], RP your character as being frightened but willing to press on (because you made your save against being frightened) while the halfling continues on without a care in the world (because they also made their saving throw, but are "braver" than humans are). This isn't forcing the human to be scared; this is two players working together to RP racial differences. [I][/I] I know that when [I]I [/I]encounter an effect that puts the frightened condition on me and save against it, I at least try to roleplay being unnerved by it, even if I suffer no mechanical penalties. I do the same when I DM as well: if a PC saves against being frightened, I often tell them that they can feel the fear trying to grab them but they are able to push the worst of it aside. And my players are more than happy to RP that, and have done so even when I [I]haven't [/I]said that. I had a player who decided that their character was going to have a full-fledged panic attack because one of their powers backfired (nat 1 on an attack roll) in a way that reminded them of a past trauma they had written into their background. The character wasn't being subjected to the frightened condition; the player RP'd being afraid. So what is this? You want halflings to be "brave" because of the narrative, but you don't want the narrative to actually reflect the mechanics because then it isn't fair to the other players because it somehow forces them to be less brave, and you don't want to put out any extra effort to make the narrative more interesting. This is why I say it's obvious you just don't like halflings, because [I]nothing [/I]is going to make you happy here. And why not? The other players are brave because they overcame their fears. The halfling is brave because they didn't have the fear to begin with. And [I]again, [/I]being afraid is not the same as the frightened condition! Except that you are refusing to actually understand the solution. Halfling luck--lowercase [I]l[/I]-luck--isn't "supposed" to be consistent. It just happens. It's not a mechanic that says the halfling finds a copper on the ground 1/short rest. You can throw it into the game whenever you want to. You can encourage the player to invent their own lucky finds, within some guidelines. You can [I]also [/I]provide RP moments that emphasize the elfiness of your elf PCs, the dwarfiness of your dwarf PCs, and the humaness of your human PCs at the [I]same time[/I]. If you actually cared about the narrative, you'd do this. I'm only suggesting this because [I]you [/I]are overly concerned with the name of a trait. Literally nobody in my game that has three halflings, a tiefling, and a half-orc cares one whit about the trait's name or what it means because [I]they [/I]are capable of looking past the name. Above, when I talked about the PC having a panic attack? That was one of the halflings (who either chose not to reroll that nat 1 or rolled a second nat 1, can't remember because it was several years ago), because the player is aware of the difference between fear and the frightened condition and who chose to RP it. Neither Bravery nor Lucky are personality traits. They are the names of traits. You are confusing them with lowercase-b brave and lowercase-l lucky. If you choose to not have a discussion with your players about the nature of halfling luck and the forms it might take, that's your problem, not the game's and not mine. [/QUOTE]
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