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General Tabletop Discussion
*Dungeons & Dragons
why do we have halflings and gnomes?
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<blockquote data-quote="Chaosmancer" data-source="post: 8190280" data-attributes="member: 6801228"><p>Yes, I fixed it for me. I can repeat it for an 8th time if you would like. </p><p></p><p>I homebrewed Halflings and fixed them for my games. </p><p></p><p>I homebrewed Halflings and fixed them for my games. </p><p></p><p>But, I had to homebrew halflings and fix them for my games, because there were things we were told about halflings that just don't work. Or, I made the same assumptions for all of my races, and then was told that I am out to erase halflings because I hate them. </p><p></p><p>In my world you would be very hard pressed to find a village or town without a palisade and a handful of guards. Even the safest places have been known to get attacked by cults, undead or demons, let alone some of the other threats that are out there. I was told that was bad of me, because it makes halflings into something they aren't. </p><p></p><p>I assume that everyone trades. Trade shaped the world, and so it has to be important to a fantasy world. Trade is incredibly dangerous, that is partially why paid mercenary work exists, because caravan guard duty is a pretty common gig, and either you are hired by the trading company, a merchant, or the government. It does make a few things more expensive, if I ever got my economic system finally ironed out, but there is also the sheer amount of practical magic that can be leveraged. Very rich trading companies use Teleportation Circles, for example, which can allow instant transportation of goods daily. </p><p></p><p></p><p>But again, just because I came up with all of these solutions, doesn't mean that the problems I have pointed out to fix don't exist. Just because I can give halflings leather armor and crossbows and say that they have a force of rangers who protect them from monster attacks doesn't mean that the book tells me they just get a few "good ol' country boys" and hit monsters with sticks to drive them off.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8190280, member: 6801228"] Yes, I fixed it for me. I can repeat it for an 8th time if you would like. I homebrewed Halflings and fixed them for my games. I homebrewed Halflings and fixed them for my games. But, I had to homebrew halflings and fix them for my games, because there were things we were told about halflings that just don't work. Or, I made the same assumptions for all of my races, and then was told that I am out to erase halflings because I hate them. In my world you would be very hard pressed to find a village or town without a palisade and a handful of guards. Even the safest places have been known to get attacked by cults, undead or demons, let alone some of the other threats that are out there. I was told that was bad of me, because it makes halflings into something they aren't. I assume that everyone trades. Trade shaped the world, and so it has to be important to a fantasy world. Trade is incredibly dangerous, that is partially why paid mercenary work exists, because caravan guard duty is a pretty common gig, and either you are hired by the trading company, a merchant, or the government. It does make a few things more expensive, if I ever got my economic system finally ironed out, but there is also the sheer amount of practical magic that can be leveraged. Very rich trading companies use Teleportation Circles, for example, which can allow instant transportation of goods daily. But again, just because I came up with all of these solutions, doesn't mean that the problems I have pointed out to fix don't exist. Just because I can give halflings leather armor and crossbows and say that they have a force of rangers who protect them from monster attacks doesn't mean that the book tells me they just get a few "good ol' country boys" and hit monsters with sticks to drive them off. [/QUOTE]
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why do we have halflings and gnomes?
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