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RPG Evolution: The Trouble with Halflings
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<blockquote data-quote="Neonchameleon" data-source="post: 8703702" data-attributes="member: 87792"><p>If putting literally two minutes of thought into how a concept that you personally brought up is "overthinking the premise" then I'm glad I do not play in your campaign world.</p><p></p><p>And as [USER=6877472]@James Gasik[/USER] points out <em>you do not have to use the racial traits for PC races for all NPCs.</em> So this is pretty much irrelevant.</p><p></p><p>Mostly <em>positive</em>. It gives the halflings ways to do things that normal people can't. Like not crawl in small spaces or squeeze through tiny ones. It only fractionally lowers their damage - but as NPCs go this makes them more interesting and leads to a whole lot of easy ways for them to cause shenanigans.</p><p></p><p>Mostly irrelevant. You only really need it in a foot race - and either halflings have failed or they should be taking shortcuts. A positive as far as it makes for the necessity for them to behave like halflings while not mattering much 90% of the time. Only technically a negative - and a definite positive in their own environments.</p><p></p><p>Except NPCs in some of the right environments for halflings. It adds to the overall effect where halflings can struggle a bit outside their favourite environments but can be really impressive inside them. Take them on in their homes and you'd better be small because small is a <em>huge</em> advantage. Take them on in bustling towns and cities and once again they will go where you can't or go effortlessly where you struggle to go.</p><p></p><p>And spot how you cherry-picked the less popular halfling subrace.</p><p></p><p>Fine. Mooks shouldn't be caring about a whole collection of special rules and as far as I know no one's mooks use all the racial rules. Halfling mooks are small and nimble. This is all they need.</p><p></p><p>In other words they are fine. You just insist on using player-facing rules in a way they weren't intended to be used. Once again this isn't a problem with the halfling race.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8703702, member: 87792"] If putting literally two minutes of thought into how a concept that you personally brought up is "overthinking the premise" then I'm glad I do not play in your campaign world. And as [USER=6877472]@James Gasik[/USER] points out [I]you do not have to use the racial traits for PC races for all NPCs.[/I] So this is pretty much irrelevant. Mostly [I]positive[/I]. It gives the halflings ways to do things that normal people can't. Like not crawl in small spaces or squeeze through tiny ones. It only fractionally lowers their damage - but as NPCs go this makes them more interesting and leads to a whole lot of easy ways for them to cause shenanigans. Mostly irrelevant. You only really need it in a foot race - and either halflings have failed or they should be taking shortcuts. A positive as far as it makes for the necessity for them to behave like halflings while not mattering much 90% of the time. Only technically a negative - and a definite positive in their own environments. Except NPCs in some of the right environments for halflings. It adds to the overall effect where halflings can struggle a bit outside their favourite environments but can be really impressive inside them. Take them on in their homes and you'd better be small because small is a [I]huge[/I] advantage. Take them on in bustling towns and cities and once again they will go where you can't or go effortlessly where you struggle to go. And spot how you cherry-picked the less popular halfling subrace. Fine. Mooks shouldn't be caring about a whole collection of special rules and as far as I know no one's mooks use all the racial rules. Halfling mooks are small and nimble. This is all they need. In other words they are fine. You just insist on using player-facing rules in a way they weren't intended to be used. Once again this isn't a problem with the halfling race. [/QUOTE]
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