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RPG Evolution: The Trouble with Halflings
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<blockquote data-quote="Minigiant" data-source="post: 8703633" data-attributes="member: 63508"><p>You're bit overthinking the premise.</p><p></p><p>My point is that halfling racial traits are mostly hard to use as NPCs and enemies and sometimes negative for enemies.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Ability Score Increase DEX+2.</strong> OK. This is good. DEX is a great stat and boost offence defense and utility.</li> <li data-xf-list-type="ul"><strong>Small Size.</strong> Mosy negative. Restricts NPC weapon choices. Keeps with finding hiding spots but with "Hide as a bonus Action" you can only do it once.</li> <li data-xf-list-type="ul"><strong>Speed Down.</strong> Pure Negative.</li> <li data-xf-list-type="ul"><strong>Lucky.</strong>Takes 20 rolls to trigger. NPCs without names and not solos don't get 20 rolls.<ul> <li data-xf-list-type="ul">Change to <strong>Luck Point</strong> Okay Decent. Allows a reroll of a hit or reroll vs a AOE</li> </ul></li> <li data-xf-list-type="ul"><strong>Brave.</strong>Mostly useless. PCs don't use fear often and not every class has access to it.<ul> <li data-xf-list-type="ul">Change to <strong>Wisdom Saving Throw Bonus</strong> Much better.</li> </ul></li> <li data-xf-list-type="ul"><strong>Halfling Nimbleness </strong>Again mostly useless for NPCs<ul> <li data-xf-list-type="ul">Change to<strong> Hide as Bonus Action </strong>Okay Good stuff.</li> </ul></li> <li data-xf-list-type="ul"><strong>Ability Score Increase CHA +1.</strong> If the halfling isn't a spellcaster, they mostly won't be able to use this. CHA saving throws are rare.</li> <li data-xf-list-type="ul"><strong>Naturally Stealthy.</strong> Firecall Bait. Use of this typiclly requires crowding with other medium sized allies. Good for PCs as monsters don't all have AOE. But bad for monsters as PCs often have AOE.</li> <li data-xf-list-type="ul"><strong>Ability Score Increase CON +1.</strong> Ok. Nice. Adds a few HPs.</li> <li data-xf-list-type="ul"><strong>Stout Resilience. </strong>Poison is already a bad resist as PCs tend to shy away from it as many monsters are immune. But a resist is a resist.</li> </ul><p></p><p><strong>For Mooks</strong> Pretty bad. Halfling traits don't translate well to throwaways. The AC and HP boosts will be negligible. Small limits their weapon use and forces the DM to make them TWF.</p><p><strong>For Elites and Solos.</strong> Mostly a wash unless it's a caster. Bigger spotlight lets Lucky and Brave trigger better. You might actually get to use nimbleness on a Halfling grand assassin. or master thief.</p><p><strong>For Humaniod Race Swaps:</strong> Goes from Very Bad to Very Good the more CR the monster has. Again by PHB and DMG rules, it takes time or special setups for Halfling traits to trigger.</p><p><strong>For Custom Race Traits:</strong> Same as above. You need high levels to translate Luck, Bravery, and Nimbleness into <u>single encounter factor</u>s. If you go too hardon nimbleness, you start copying goblins though.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 8703633, member: 63508"] You're bit overthinking the premise. My point is that halfling racial traits are mostly hard to use as NPCs and enemies and sometimes negative for enemies. [LIST] [*][B]Ability Score Increase DEX+2.[/B] OK. This is good. DEX is a great stat and boost offence defense and utility. [*][B]Small Size.[/B] Mosy negative. Restricts NPC weapon choices. Keeps with finding hiding spots but with "Hide as a bonus Action" you can only do it once. [*][B]Speed Down.[/B] Pure Negative. [*][B]Lucky.[/B]Takes 20 rolls to trigger. NPCs without names and not solos don't get 20 rolls. [LIST] [*]Change to [B]Luck Point[/B] Okay Decent. Allows a reroll of a hit or reroll vs a AOE [/LIST] [*][B]Brave.[/B]Mostly useless. PCs don't use fear often and not every class has access to it. [LIST] [*]Change to [B]Wisdom Saving Throw Bonus[/B] Much better. [/LIST] [*][B]Halfling Nimbleness [/B]Again mostly useless for NPCs [LIST] [*]Change to[B] Hide as Bonus Action [/B]Okay Good stuff.[B][/B] [/LIST] [*][B]Ability Score Increase CHA +1.[/B] If the halfling isn't a spellcaster, they mostly won't be able to use this. CHA saving throws are rare. [*][B]Naturally Stealthy.[/B] Firecall Bait. Use of this typiclly requires crowding with other medium sized allies. Good for PCs as monsters don't all have AOE. But bad for monsters as PCs often have AOE. [*][B]Ability Score Increase CON +1.[/B] Ok. Nice. Adds a few HPs. [*][B]Stout Resilience. [/B]Poison is already a bad resist as PCs tend to shy away from it as many monsters are immune. But a resist is a resist. [/LIST] [B]For Mooks[/B] Pretty bad. Halfling traits don't translate well to throwaways. The AC and HP boosts will be negligible. Small limits their weapon use and forces the DM to make them TWF. [B]For Elites and Solos.[/B] Mostly a wash unless it's a caster. Bigger spotlight lets Lucky and Brave trigger better. You might actually get to use nimbleness on a Halfling grand assassin. or master thief. [B]For Humaniod Race Swaps:[/B] Goes from Very Bad to Very Good the more CR the monster has. Again by PHB and DMG rules, it takes time or special setups for Halfling traits to trigger. [B]For Custom Race Traits:[/B] Same as above. You need high levels to translate Luck, Bravery, and Nimbleness into [U]single encounter factor[/U]s. If you go too hardon nimbleness, you start copying goblins though. [/QUOTE]
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