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why do we have halflings and gnomes?
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<blockquote data-quote="Oofta" data-source="post: 8184202" data-attributes="member: 6801845"><p>Beyond that even, there is no way they could encapsulate each and every possible campaign variant. D&D doesn't make any assumptions about how dangerous the world is, it just provides monsters and the DM adds them in as they see fit. It doesn't assume a super dangerous world and I don't think any civilization would survive if it was as deadly as [USER=6801228]@Chaosmancer[/USER] says.</p><p></p><p>But if you want super danger land <em>and</em> halflings in your world, you need to adjust things a bit. There are a ton of options. Three off the top of my head.</p><ul> <li data-xf-list-type="ul">Halflings don't have separate settlements and are always embedded with others.</li> <li data-xf-list-type="ul">They have unconventional defenses. Tunnels that lead to safety, traps and so on. Given that they don't horde wealth, they just need to make their villages slightly more costly.</li> <li data-xf-list-type="ul">They are not bent on conquest but they can be deadly when the need arises (as stated in the book). The fact that they don't have default weapon or armor proficiency is meaningless, 90% of the races don't.</li> </ul><p>But again, the default assumption is that there are relatively safe areas and dangerous areas. Halfling villages are probably in safer areas <em>as the default</em>.</p><p></p><p>This is one of the issues I have with complaints about "mono-cultural races". The culture and nature of the races is just the default behavior, not some strict unbreakable dictate from on high. I can go from table to table, game to game and have a decent idea of what most races are <em>probably</em> like. That works best for the game overall and gives it some consistency. At the same time every campaign is different which gives it incredible flexibility. I think that's a good thing.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8184202, member: 6801845"] Beyond that even, there is no way they could encapsulate each and every possible campaign variant. D&D doesn't make any assumptions about how dangerous the world is, it just provides monsters and the DM adds them in as they see fit. It doesn't assume a super dangerous world and I don't think any civilization would survive if it was as deadly as [USER=6801228]@Chaosmancer[/USER] says. But if you want super danger land [I]and[/I] halflings in your world, you need to adjust things a bit. There are a ton of options. Three off the top of my head. [LIST] [*]Halflings don't have separate settlements and are always embedded with others. [*]They have unconventional defenses. Tunnels that lead to safety, traps and so on. Given that they don't horde wealth, they just need to make their villages slightly more costly. [*]They are not bent on conquest but they can be deadly when the need arises (as stated in the book). The fact that they don't have default weapon or armor proficiency is meaningless, 90% of the races don't. [/LIST] But again, the default assumption is that there are relatively safe areas and dangerous areas. Halfling villages are probably in safer areas [I]as the default[/I]. This is one of the issues I have with complaints about "mono-cultural races". The culture and nature of the races is just the default behavior, not some strict unbreakable dictate from on high. I can go from table to table, game to game and have a decent idea of what most races are [I]probably[/I] like. That works best for the game overall and gives it some consistency. At the same time every campaign is different which gives it incredible flexibility. I think that's a good thing. [/QUOTE]
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why do we have halflings and gnomes?
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