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RPG Evolution: The Trouble with Halflings
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<blockquote data-quote="Minigiant" data-source="post: 8715634" data-attributes="member: 63508"><p>I keep saying give them luck points.</p><p></p><p>Give halflings the lore ability to change luck.</p><p></p><p>In my Klassico setting, the goddess of luck, Lady Luck, blessed the halfling race "because she thought it was funny" and to pissed of the Fairy Queen by making humaniod leprechauns.</p><p></p><p>Halflings have a culture of suspersition about luck and can activate luck by being reckless or carefree. Halfling shires don't get attacked or are easy to defend because the conflux of lucky short bastards ensures that no one ever randomly attacks them and when attacked, the halflings either get lucky shots or "their allies show up just in time".</p><p></p><p>However luck swings back and halfling communities unususll encounter a tradegy every 3 or so generations.</p><p></p><p>Humans, elves, dwarves keep halfling around because they are litterally walking lucky charms in large numbers. However every 70-100 years, expect a orc horde or aspiring dark lord walking into your county.</p><p></p><p>Halfling don't have kingdoms and don't belief in nobility because of this. Too many halflings in one place means "Golden Age then Dark Age". There are stories and legend of halfling kingdom that was a heavenly city-state that got absolutely obliterated and lost to history.</p><p></p><p>The family unit is big enough to pull in luck but small enough to not invite disaster. Halfling shires stay small. Halfling adventurers and travelers is a social defense to keep numbers down. If too many halfling are born, the elders encourage the rowdiest ones to seek wonders or set up new towns. They keep up ties with the nobles of other races to offer a noble a caravan of 100-200 halflings to ensure a good harvest or nice prospecting of resources. </p><p></p><p>"Oh you setting up mining town? Who be taking care of the towny stuff? You need bakers, brewers, tailors, and cobblers and such. Well we got a bunch of sons and daughters..."</p></blockquote><p></p>
[QUOTE="Minigiant, post: 8715634, member: 63508"] I keep saying give them luck points. Give halflings the lore ability to change luck. In my Klassico setting, the goddess of luck, Lady Luck, blessed the halfling race "because she thought it was funny" and to pissed of the Fairy Queen by making humaniod leprechauns. Halflings have a culture of suspersition about luck and can activate luck by being reckless or carefree. Halfling shires don't get attacked or are easy to defend because the conflux of lucky short bastards ensures that no one ever randomly attacks them and when attacked, the halflings either get lucky shots or "their allies show up just in time". However luck swings back and halfling communities unususll encounter a tradegy every 3 or so generations. Humans, elves, dwarves keep halfling around because they are litterally walking lucky charms in large numbers. However every 70-100 years, expect a orc horde or aspiring dark lord walking into your county. Halfling don't have kingdoms and don't belief in nobility because of this. Too many halflings in one place means "Golden Age then Dark Age". There are stories and legend of halfling kingdom that was a heavenly city-state that got absolutely obliterated and lost to history. The family unit is big enough to pull in luck but small enough to not invite disaster. Halfling shires stay small. Halfling adventurers and travelers is a social defense to keep numbers down. If too many halfling are born, the elders encourage the rowdiest ones to seek wonders or set up new towns. They keep up ties with the nobles of other races to offer a noble a caravan of 100-200 halflings to ensure a good harvest or nice prospecting of resources. "Oh you setting up mining town? Who be taking care of the towny stuff? You need bakers, brewers, tailors, and cobblers and such. Well we got a bunch of sons and daughters..." [/QUOTE]
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