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General Tabletop Discussion
*Dungeons & Dragons
why do we have halflings and gnomes?
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<blockquote data-quote="Oofta" data-source="post: 8187227" data-attributes="member: 6801845"><p>Yeah, there's a lot of nitpicking and assumptions going on here along with cherry picking of text from MToF. The core assumption of that book is that generations may pass for the typical halfling village between attacks. As it says "In one village, the story of the ogre that ate Farmer Keller’s billy goat is a cautionary tale that will be repeated and embellished for decades."</p><p></p><p>So the assumption is that they live in very low risk areas and that they're largely ignored because "For the most part, halflings aren’t the targets of warring nations. Their villages are of little tactical value, nor are they likely to be coveted by evil wizards or to become the object of wrath for some dark force." Well, that and just because they don't list what percentage are warriors (there is no <em>race specific</em> details on that) means that they can't defend themselves. Because they obviously need to make sure that the great goat tragedy that happened decades ago doesn't happen again.</p><p></p><p>That's far, far different from what people are suggesting. If a specific campaign world doesn't work that way, ignore that fluff from MToF and replace it with fluff that works. But don't say "they don't work because they aren't a militaristic race" and then ignore the rest of the text in that book.</p><p></p><p>Then somehow we got off on a tangent about pepper because apparently halflings can't survive without a steady supplement of pepper and the only valid spice is pepper or something? Halflings only live in temperate climates and it's impossible for them to live in a climate that allows it's growth?</p><p></p><p>But I have yet to hear anyone clearly say what they would want other than "halflings don't work". Which is really a non answer. Want to replace halfling lore? Okay, what do you replace it with? Anything more specific than "one that works"?</p></blockquote><p></p>
[QUOTE="Oofta, post: 8187227, member: 6801845"] Yeah, there's a lot of nitpicking and assumptions going on here along with cherry picking of text from MToF. The core assumption of that book is that generations may pass for the typical halfling village between attacks. As it says "In one village, the story of the ogre that ate Farmer Keller’s billy goat is a cautionary tale that will be repeated and embellished for decades." So the assumption is that they live in very low risk areas and that they're largely ignored because "For the most part, halflings aren’t the targets of warring nations. Their villages are of little tactical value, nor are they likely to be coveted by evil wizards or to become the object of wrath for some dark force." Well, that and just because they don't list what percentage are warriors (there is no [I]race specific[/I] details on that) means that they can't defend themselves. Because they obviously need to make sure that the great goat tragedy that happened decades ago doesn't happen again. That's far, far different from what people are suggesting. If a specific campaign world doesn't work that way, ignore that fluff from MToF and replace it with fluff that works. But don't say "they don't work because they aren't a militaristic race" and then ignore the rest of the text in that book. Then somehow we got off on a tangent about pepper because apparently halflings can't survive without a steady supplement of pepper and the only valid spice is pepper or something? Halflings only live in temperate climates and it's impossible for them to live in a climate that allows it's growth? But I have yet to hear anyone clearly say what they would want other than "halflings don't work". Which is really a non answer. Want to replace halfling lore? Okay, what do you replace it with? Anything more specific than "one that works"? [/QUOTE]
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why do we have halflings and gnomes?
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