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RPG Evolution: The Trouble with Halflings
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<blockquote data-quote="Chaosmancer" data-source="post: 8826210" data-attributes="member: 6801228"><p>Well, we aren't in total agreement. </p><p></p><p>Languages? I love how One DnD is doing them, just let people pick languages, that works. The weapon Proficiencies? I was fine with them, because I integrated them, but I'm not sad to lose them. They didn't work as nicely as I liked, and the dwarven ones I was more than willing to drop for tools. </p><p></p><p>But skills? I'm fine with some skill profs. Specifically, I tend to like them for the Giantkin and the Beastfolk, where it feels less like they were trained and more like they are just naturally as good as someone trained in those things. Tools? I love the tools. Especially for the dwarves. I am fine dropping brewer's tools, but I feel like crafting is so integral to the Dwarven existence and religion that it even transcends setting to a degree. I can hardly imagine a setting where dwarves aren't doing some sort crafting. I agree it is "cultural" to a degree, but it feels cultural in the same way that being literate in the modern day is cultural. Even if they don't like it, they can do it.</p><p></p><p></p><p></p><p>An "in many settings" thing I think is obvious. But this is mainly the section of stuff I want to change. This is where the biggest conflicts seem to come from.</p><p></p><p></p><p></p><p>I'm not a huge fan either. Loving that One DnD is standardizing 30 ft.</p><p></p><p></p><p></p><p>I also hate this ability, but for entirely different reasons, which I have discussed before. It is a call to have plot warping, and I don't like that.</p><p></p><p></p><p></p><p>Yeah, that feels about right. Nothing about halflings seems like they should be more nimble and able to slip through crowds than goblins or other small folk. I don't mind if they keep it, but it can go away easily I think.</p><p></p><p></p><p></p><p>Meh, racial languages are fine. It is hard enough to have languages come up and keep track of them without having to have "Eastern Lower Goblinese" and "Higher Southern Goblinese" and other languages. They work and fulfil their purpose, even if they don't make a ton of simulationist sense</p><p></p><p></p><p></p><p>I agree, this ability is terrible. Had a long discussion about it and how it breaks story norms and is bizarrely phrased and applied. Along with Luck it is the ability I most dislike from their list.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8826210, member: 6801228"] Well, we aren't in total agreement. Languages? I love how One DnD is doing them, just let people pick languages, that works. The weapon Proficiencies? I was fine with them, because I integrated them, but I'm not sad to lose them. They didn't work as nicely as I liked, and the dwarven ones I was more than willing to drop for tools. But skills? I'm fine with some skill profs. Specifically, I tend to like them for the Giantkin and the Beastfolk, where it feels less like they were trained and more like they are just naturally as good as someone trained in those things. Tools? I love the tools. Especially for the dwarves. I am fine dropping brewer's tools, but I feel like crafting is so integral to the Dwarven existence and religion that it even transcends setting to a degree. I can hardly imagine a setting where dwarves aren't doing some sort crafting. I agree it is "cultural" to a degree, but it feels cultural in the same way that being literate in the modern day is cultural. Even if they don't like it, they can do it. An "in many settings" thing I think is obvious. But this is mainly the section of stuff I want to change. This is where the biggest conflicts seem to come from. I'm not a huge fan either. Loving that One DnD is standardizing 30 ft. I also hate this ability, but for entirely different reasons, which I have discussed before. It is a call to have plot warping, and I don't like that. Yeah, that feels about right. Nothing about halflings seems like they should be more nimble and able to slip through crowds than goblins or other small folk. I don't mind if they keep it, but it can go away easily I think. Meh, racial languages are fine. It is hard enough to have languages come up and keep track of them without having to have "Eastern Lower Goblinese" and "Higher Southern Goblinese" and other languages. They work and fulfil their purpose, even if they don't make a ton of simulationist sense I agree, this ability is terrible. Had a long discussion about it and how it breaks story norms and is bizarrely phrased and applied. Along with Luck it is the ability I most dislike from their list. [/QUOTE]
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