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Polyphemus
2022-08-16, 03:17 PM
There is a question that's been at the back of my mind for a bit, but only really crystalized looking over the new Spelljammer races: Why choose to be Small instead of Medium?

So, several races now let you choose between being Medium, and being Small.
Sure, that could make some sense; maybe your Owlin is more like one of those tiny burrowing owls, and not like a Great Horned Owl, or whatever.
But what mechanical benefit does being Small give you, if any? Is there some mechanic I'm forgetting? Off the top of my head, all being Small really gets you is disadvantage on any weapon tagged as Heavy.

So what reason, outside of roleplaying/flavor ones, of course, would you have to choose being small?
Is there a mechanical benefit that I've forgotten about, or is it truly all about The FlavorTM with this?

Sigreid
2022-08-16, 03:23 PM
Off the top of my head, you can build fortifications designed for small creatures that would be very difficult for medium and large creatures to deal with (low ceilings, narrower passages, etc.)

You could also use a riding dog for mounted combat in a normal dungeon environment.

OldTrees1
2022-08-16, 03:26 PM
Small gives you a shorter character, better able to squeeze in tight spaces.
Nope, that is height which is nonsensically unrelated to size for the species that get to choose.

Mounts are the only thing I can think of.

diplomancer
2022-08-16, 03:27 PM
A DM might not allow you to hide behind a 5' square minor illusion without going prone if you're medium.

But the main disadvantage of being small is not the Heavy weapons issue; just don't use Heavy weapons, they're very specialised anyway. It's grappling, and, even more so, being grappled.

Psyren
2022-08-16, 03:39 PM
The three big benefits from Small are mounting, cover, and squeezing.

1) Small means you can ride a Medium mount, which is usually much easier to do in a dungeon environment. Several summons and scaling pets (e.g. BM Ranger, Battlesmith Artificer, Drakewarden) are Medium size as well.

2) Small creatures generally have more options for cover (including other creatures) than Medium ones.

3) The squeezing rules let you go one size category down from your own, which means Small creatures can squeeze into Tiny openings, whereas Medium creatures can't do so.

tiornys
2022-08-16, 03:55 PM
Psyren nailed the advantages. I'll just add that for most casters, the main disadvantage of small size is that it limits who you can bring along with a Thunder Step/Dimension Door spell.

animorte
2022-08-16, 05:07 PM
Because I’m tall in real life and sometimes I like to check out things from a different perspective.

Wonderful notes made previously. Also did anybody mention being able to move through the space of a slightly larger creature? And it’s easier to be thrown or picked up, which could really be good or bad.

NaughtyTiger
2022-08-16, 06:04 PM
my halfling druid would cast plant growth with 2.5' paths that she could navigate freely, mediums would be 1/2 to 1/4 speed depending on the dm choosing slow or disadvantage

lall
2022-08-17, 08:08 AM
Also did anybody mention being able to move through the space of a slightly larger creature?
My small-sized drow (custom lineage) did that last night. Moved between the legs of a large enemy to provide a flank that otherwise could not have been provided as we were in a cramped cave.
Our DM lets him ride in other characters’ backpacks, and that was helpful when some potential baddies were looking for him.

nickl_2000
2022-08-17, 08:27 AM
Because I love the mental image of a small monk punching some "where it hurts"


Also, doesn't a small melee character provide less cover than a medium melee character?

Psyren
2022-08-17, 08:29 AM
Also, doesn't a small melee character provide less cover than a medium melee character?

Yes - determining cover is up to the GM, but generally I would let a medium creature provide up to 3/4 cover to a small one but not the reverse.

Zhorn
2022-08-17, 08:44 AM
because it's fun to play the party's 'heavy' while being 2'8" beast barbarian modelled after Stitch... I have a type :smallbiggrin:

Lord Torath
2022-08-17, 08:56 AM
Small creatures use less air, meaning you can go twice as far between air stops, or have twice as many on your ship for the same distance.

That said, in 2E, there were so many ways of replenishing your air envelop magically that it generally isn't an issue.

Hal
2022-08-17, 08:59 AM
It's easier for a small creature to get to tiny, if you find that sort of thing necessary. Though you probably need to discuss with the GM what "tiny" means, since it applies to a variety of sizes.

-Cast Enlarge/Reduce to get to Tiny.
-Cast Mage Hand.
-Fly around in your spectral hand.
-Buy the GM pizza for letting you get away with this. (Optional)

Joe the Rat
2022-08-18, 10:44 AM
My noted:

Can use medium creatures as mounts, easier to carry
Can move through the space of a Large hostile creature
Tiny creatures cannot move through their space
Easier to find cover, creates less cover.

RogueJK
2022-08-18, 10:57 AM
The three big benefits from Small are mounting, cover, and squeezing.

1) Small means you can ride a Medium mount, which is usually much easier to do in a dungeon environment. Several summons and scaling pets (e.g. BM Ranger, Battlesmith Artificer, Drakewarden) are Medium size as well.

2) Small creatures generally have more options for cover (including other creatures) than Medium ones.

3) The squeezing rules let you go one size category down from your own, which means Small creatures can squeeze into Tiny openings, whereas Medium creatures can't do so.

Yep.

Another benefit is allowing access to the Squat Nimbleness feat, which requires you to be Small or a Dwarf. This is a handy little STR/DEX half-feat that boosts your walking speed by +5', gives you proficiency in Athletics/Acrobatics, and grants Advantage on grapple escapes. While +5' movement is good for anyone, it's especially nice if the base Small race already has a higher than normal movement speed (like a Dhampir 35' base, boosted to 40' with Squat Nimbleness), or has a climb/swim/fly speed that's tied to their walking speed (like Owlin, Fairy, or Tabaxi), or has a means to boost their movement rate (like a Tabaxi Rogue with the Squat Nimbleness feat using Feline Agility to double their 35' movement speed for a turn, then moving 70' + 70' Dash + 70' Cunning Action Dash, for a total of 210' of movement in a turn).


So unless you're planning to be a Grappler or wield Heavy weapons, being Small can sometimes make sense, to leverage the above benefits.