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RPG Evolution: The Trouble with Halflings
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<blockquote data-quote="Neonchameleon" data-source="post: 8703610" data-attributes="member: 87792"><p>The problem isn't with halflings. It's your tactics when running a crime family. Essentially you are doing the equivalent of saying "wizards suck" and then presenting as evidence that a wizard got beaten up in melee when they attacked using Greenflame Blade (and weren't a bladesinger). Which ... yes a wizard will. That doesn't mean that the wizard sucks.</p><p></p><p>First the "2 for 1 fireball special" - are your PCs such murderous bastards that they will kill innocent people and depopulate entire towns? Sounds like they are the criminals then and it should be the Guard dealing with them. If the Lightfoot Halfling ability to hide behind larger creatures is used properly then they go into a non-criminal crowd and you lose them in a way you don't lose other criminals. So either you can fireball the <em>entire market</em> or you can hope to get lucky. And of course the halfling is moving at full speed through the bustling market - being able to move through the squares of anyone medium sized or larger whether hostile or not. Halflings in dense urban environments can easily get away in ways other races can't. It's a subtler package but for a crime family in an urban environment it rivals the goblin's ability to hide as a minor action.</p><p></p><p>And then there's the halfling burglar and assassin. Halflings (and for that matter goblins) being small can squeeze through tiny spaces - and tiny is the lowest size class in D&D 5e. And for that matter halflings can climb as well as almost any other race (realistically, of course, they should be able to outclimb most people because they have about the same strength and a much better power to weight ratio. (Square-cube relationships come into play).</p><p></p><p>This of course has an impact on halfling hideouts and halflings as smugglers. They can get through tiny gaps. If you're not a halfling, kobold, goblin, fairy, or size or shape changer or otherwise inherently small or smaller you're not getting in there.</p><p></p><p>Oh, and finally there's the lucky (or, more accurately <em>not unlucky</em> trait). Things just don't go wrong for the halfling organisation quite as much as for anyone else - they are protected against natural 1s. Surely you don't think that luck only matters when the PCs are on the scene.</p><p></p><p>So you have a criminal organisation that can (a) get where humans, elves, dwarfs, half-elves, half-orcs, tieflings, and dragonborn can't, (b) get away where humans and the other PHB races (even including gnomes this time) can't, and (c) the members of which aren't taken as major threats or considered hostile by many. And who don't get fate dumping on their plans as much as other people. And yet you couldn't think of one single way that they might be one of the more effective criminal organisations in a town or any area of crime they might come to dominate. I'm afraid that that's completely on you.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8703610, member: 87792"] The problem isn't with halflings. It's your tactics when running a crime family. Essentially you are doing the equivalent of saying "wizards suck" and then presenting as evidence that a wizard got beaten up in melee when they attacked using Greenflame Blade (and weren't a bladesinger). Which ... yes a wizard will. That doesn't mean that the wizard sucks. First the "2 for 1 fireball special" - are your PCs such murderous bastards that they will kill innocent people and depopulate entire towns? Sounds like they are the criminals then and it should be the Guard dealing with them. If the Lightfoot Halfling ability to hide behind larger creatures is used properly then they go into a non-criminal crowd and you lose them in a way you don't lose other criminals. So either you can fireball the [I]entire market[/I] or you can hope to get lucky. And of course the halfling is moving at full speed through the bustling market - being able to move through the squares of anyone medium sized or larger whether hostile or not. Halflings in dense urban environments can easily get away in ways other races can't. It's a subtler package but for a crime family in an urban environment it rivals the goblin's ability to hide as a minor action. And then there's the halfling burglar and assassin. Halflings (and for that matter goblins) being small can squeeze through tiny spaces - and tiny is the lowest size class in D&D 5e. And for that matter halflings can climb as well as almost any other race (realistically, of course, they should be able to outclimb most people because they have about the same strength and a much better power to weight ratio. (Square-cube relationships come into play). This of course has an impact on halfling hideouts and halflings as smugglers. They can get through tiny gaps. If you're not a halfling, kobold, goblin, fairy, or size or shape changer or otherwise inherently small or smaller you're not getting in there. Oh, and finally there's the lucky (or, more accurately [I]not unlucky[/I] trait). Things just don't go wrong for the halfling organisation quite as much as for anyone else - they are protected against natural 1s. Surely you don't think that luck only matters when the PCs are on the scene. So you have a criminal organisation that can (a) get where humans, elves, dwarfs, half-elves, half-orcs, tieflings, and dragonborn can't, (b) get away where humans and the other PHB races (even including gnomes this time) can't, and (c) the members of which aren't taken as major threats or considered hostile by many. And who don't get fate dumping on their plans as much as other people. And yet you couldn't think of one single way that they might be one of the more effective criminal organisations in a town or any area of crime they might come to dominate. I'm afraid that that's completely on you. [/QUOTE]
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