Maxperson
Morkus from Orkus
Yes and I doWouldn't that seem like one of those ridiculous balance related rules that you normally dispense with?

My house rules don't really belong in this kind of discussion, though.
Yes and I doWouldn't that seem like one of those ridiculous balance related rules that you normally dispense with?
Fair enoughYes and I do
My house rules don't really belong in this kind of discussion, though.
Do they, though? I’m pretty sure they don’t. Because I’ve never seen a D&D world not have taters and tomatoes and tobacco and other new world produce, or lack easy access to pepper, or really show any sign that the climate and flora ecology of the game world is actually European.No.
But saying that you can grow a tropical plant in central California doesn't mean that they can grow anywhere. You need a similar enough environment, and most of the focus of DnD campagins take place is psuedo-Europe, with a european climate.
Which isn't Californian or tropical.
No, they didn’t.They did originally. Keep insisting on very precise terms of that trade too. Only small amounts. No more than once a month. Multiple tracks that are nearly impossible to find. ect.
Again, don’t care, not in reference to anything I actually said.If you can walk one day to the west and visit your neighbor, why can't they walk one day to the east to visit you?
Excepting for these invisible paths through some terrain that is completely impassable if you aren't a halfling, if you've made a road from one village to the other, so that people can travel from one village to the other, then people who can find one village, can find the other.
Visit central California, especially the foothills around Bakersfield, or Eastern Washington, or any number of other places where the farmland ain’t flat.In the deep country? No.
Pretty easy to spot farms near me though. They tend to be a bit obvious.
Doesn't show up in the 5E notes I'm finding, those comments. Where's that sourced?"Forest gnomes and deep gnomes owe their innate magical abilities to Baravar, and all gnomes get their natural defense against magic from her shrewdness."
It's not natural. It was granted to them by a god. They then took that and developed it into stronger illusions to hide their villages.
It's in Mordenkainen's Tome of Foes in the section that talks about Baravar.Doesn't show up in the 5E notes I'm finding, those comments. Where's that sourced?
Either way, that's boring and dull. They're fey descendent, just let fey descendent beings be magical naturally. Mind, I've my longstanding dislike to how D&D handles gods in general.
Halflings haven't been magicless in any edition since OSR. Even with the racial restriction's of 1st edition halflings could be clerics.They are half the size of humans, had strength penalties in most editions, and don't have magic/psionic/tech powers to make up for it. All the other small magicless folk in D&D live terrible lives.
Thanks for reminding me why it's pointless to bother responding to you. The original post was about goods that halflings might sell. One example was delicate glass figurines (or other finely wrought goods like lacework).I'm sorry, what do wood carvings or scrimshaw have to do with the glass in the windows in the depiction halfling houses? Do you think that carving bone is somehow going to make glass windows?
The write-ups of gnomes specifically reference their use of illusion magic to hide and protect their homes, and their working with good-aligned fey to the same end.So, we can extrapolate all kinds of powerful magic from minor kinda related magic, but we can’t extrapolate...stealth from...also stealth?
Seriously?
If halflings are all Villages Hidden in the Leaves, then aren’t they gnomes?If halflings towns are secretly all Villages Hidden in the Leaves, then I at least want to see some more official art of halflings Naruto running.