My players came around to dungeon games along a route that was heavily influenced by Lord of the Rings, so they love halflings.
HALFLING
(art from the Pathfinder books because I couldn't find any other I liked)
Halflings get +2 to DEX. (1)
Halflings get +1 to Reflex and Fortitude saves. (1)
Halflings get +1 AC due to their size and quickness. (1)
Halflings are immune to magical fear effects. (2)
Halflings can reroll natural 1s. (3)
Halflings heal extra hit points when eating and/or resting. (4)
1. Halflings are nimble and stout little bastards and these things reflect that.
2. This trait and the next one are the things our group has agreed are what makes wizards seek out halflings for world-changing quests. Halflings can get scared, but it's just "regular" scared and not "the Deathlord's pervasive Bleak Aura of Dread chills your bones, make a Will save or drown in the horror of your soul's inevitable oblivion as his skeletal minions devour your warm flesh" scared.
3. This is the big guns. Halflings can fail a roll but they never botch a roll, and yes they can keep rerolling even if they get another 1 on the d20. Seems broken? I don't care, game balance is for COWARDS. (This doesn't apply to damage rolls when you roll a 1, sorry my players but halflings are lucky and brave not murdergods.)
4. I owe a lot of my house rules to Ten Foot Polemic, his Unified House Rule Document and blog posts are what I have stolen from been inspired by the most. Basically if I am doing something neat and clever rules-wise then I probably got the idea from his blog originally (sorry not sorry but do read his blog, it's great). Anyway he has rules for recovering hit points that are tied to eating rations and sleeping conditions that I use in our games. I'll share my dumbed-down version another time but the important part here is that when PCs regain HP for eating or resting, halflings get more HP out of it.
0 comments:
Post a Comment