RPG Evolution: The Trouble with Halflings

Over the decades I've developed my campaign world to match the archetypes my players wanted to play. In all those years, nobody's ever played a halfling.

Over the decades I've developed my campaign world to match the archetypes my players wanted to play. In all those years, nobody's ever played a halfling.

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Picture courtesy of Pixabay.

So What's the Problem?​

Halflings, derived from hobbits, have been a curious nod to Tolkien's influence on fantasy. While dwarves and elves have deep mythological roots, hobbits are more modern inventions. And their inclusion was very much a response to the adventurous life that the agrarian homebodies considered an aberration. In short, most hobbits didn't want to be adventurers, and Bilbo, Frodo, and the others were forever changed by their experiences, such that it was difficult for them to reintegrate when they returned home. You don't hear much about elves and dwarves having difficulty returning home after being adventurers, and for good reason. Tolkien was making a point about the human condition and the nature of war by using hobbits as proxies.

As a literary construct, hobbits serve a specific purpose. In The Hobbit, they are proxies for children. In The Lord of the Rings, they are proxies for farmers and other folk who were thrust into the industrialized nightmare of mass warfare. In both cases, hobbits were a positioned in contrast to the violent lifestyle of adventurers who live and die by the sword.

Which is at least in part why they're challenging to integrate into a campaign world. And yet, we have strong hobbit archetypes in Dungeons & Dragons, thanks to Dragonlance.

Kender. Kender Are the Problem​

I did know one player who loved to play kender. We never played together in a campaign, at least in part because kender are an integral part of the Dragonlance setting and we weren't playing in Dragonlance. But he would play a kender in every game he played, including in massive multiplayers like Ultima Online. And he was eye-rollingly aggravating, as he loved "borrowing" things from everyone (a trait established by Tasselhoff Burrfoot).

Part of the issue with kender is that they aren't thieves, per se, but have a child-like curiosity that causes them to "borrow" things without understanding that borrowing said things without permission is tantamount to stealing in most cultures. In essence, it results in a character who steals but doesn't admit to stealing, which can be problematic for inter-party harmony. Worse, kender have a very broad idea of what to "borrow" (which is not limited to just valuables) and have always been positioned as being offended by accusations of thievery. It sets up a scenario where either the party is very tolerant of the kender or conflict ensues. This aspect of kender has been significantly minimized in the latest draft for Unearthed Arcana.

Big Heads, Little Bodies​

The latest incarnation of halflings brings them back to the fun-loving roots. Their appearance is decidedly not "little children" or "overweight short people." Rather, they appear more like political cartoons of eras past, where exaggerated features were used as caricatures, adding further to their comical qualities. But this doesn't solve the outstanding problem that, for a game that is often about conflict, the original prototypes for halflings avoided it. They were heroes precisely because they were thrust into difficult situations and had to rise to the challenge. That requires significant work in a campaign to encourage a player to play a halfling character who would rather just stay home.

There's also the simple matter of integrating halflings into societies where they aren't necessarily living apart. Presumably, most human campaigns have farmers; dwarves and elves occupy less civilized niches, where halflings are a working class who lives right alongside the rest of humanity in plain sight. Figuring out how to accommodate them matters a lot. Do humans just treat them like children? Would halflings want to be anywhere near a larger humanoids' dwellings as a result? Or are halflings given mythical status like fey? Or are they more like inveterate pranksters and tricksters, treating them more like gnomes? And if halflings are more like gnomes, then why have gnomes?

There are opportunities to integrate halflings into a world, but they aren't quite so easy to plop down into a setting as dwarves and elves. I still haven't quite figured out how to make them work in my campaign that doesn't feel like a one-off rather than a separate species. But I did finally find a space for gnomes, which I'll discuss in another article.

Your Turn: How have you integrated halflings into your campaign world?
 

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Michael Tresca

Michael Tresca

James Gasik

We don't talk about Pun-Pun
Supporter
The other problem with giving Halflings a buff to thrown weapons is that it would have to be incredible; throwing weapons just suck in 5e. Oh sure, you can buff them with Fighting Styles, but that's something few characters get access to. I mean, imagine you wanted to make a thrown weapon Rogue. Seems like a classic choice, but it's really terrible.

Ditto for that other famous Halfling weapon, the Sling, which D&D has traditionally treated rather badly, given the weapon's history. There was a brief, shining moment in 4e where you could easily get a magical weapon and enjoy being able to throw it multiple times in a turn and not have to recover it after use. The rest of the time, building a specialist in thrown weapons has been largely terrible.

Even the 2e dart specialist required you to carry around a ton of darts to be viable, and you'd spend quite a bit of time getting your darts back after battle. And the only reason the build was good had nothing really to do with darts being a good ranged weapon, and more to do with being able to throw five of them in a round!
 

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Micah Sweet

Level Up & OSR Enthusiast
Nothing that WotC can do to halflings will be considered a "fix" by everyone involved, especially people like me that don't think they need fixing. It's still worth discussing ideas for changes, but I can't cut through the clutter on this thread to find what specific changes are on the table for consideration.

Subraces leave ample ground for developing halfings to suit every taste without drastically changing the baseline.
Except subraces no longer exist in WotC D&D.
 

Micah Sweet

Level Up & OSR Enthusiast
Someone mentioned something like Respite, a minor version of Song of Rest. I'd like that.

Hurling: Most halflings spend time throwing things throughout their lives. Their short range on thrown weapons is doubled.
Wouldn't that be cultural though? I thought cultural stuff was no longer allowed in WotC D&D. I suppose you could say the halfling gods give them throwing proficiency (like the giff), but to me that's no more satisfying an explanation for halflings.
 

Oofta

Legend
The other problem with giving Halflings a buff to thrown weapons is that it would have to be incredible; throwing weapons just suck in 5e. Oh sure, you can buff them with Fighting Styles, but that's something few characters get access to. I mean, imagine you wanted to make a thrown weapon Rogue. Seems like a classic choice, but it's really terrible.

Ditto for that other famous Halfling weapon, the Sling, which D&D has traditionally treated rather badly, given the weapon's history. There was a brief, shining moment in 4e where you could easily get a magical weapon and enjoy being able to throw it multiple times in a turn and not have to recover it after use. The rest of the time, building a specialist in thrown weapons has been largely terrible.

Even the 2e dart specialist required you to carry around a ton of darts to be viable, and you'd spend quite a bit of time getting your darts back after battle. And the only reason the build was good had nothing really to do with darts being a good ranged weapon, and more to do with being able to throw five of them in a round!

In a previous edition that is lost to the fog of time I seem to remember halflings getting things like an ability to ricochet sling stones and the ability to throw stones without a sling. Or maybe I just dreamed it?
 

James Gasik

We don't talk about Pun-Pun
Supporter
In a previous edition that is lost to the fog of time I seem to remember halflings getting things like an ability to ricochet sling stones and the ability to throw stones without a sling. Or maybe I just dreamed it?
I mean you can always throw a rock as an improvised weapon. As for ricochet shot, sounds like a 3e Feat (very niche, probably has 3-4 prerequisite Feats to be obnoxious).
 

bedir than

Full Moon Storyteller
Wouldn't that be cultural though? I thought cultural stuff was no longer allowed in WotC D&D. I suppose you could say the halfling gods give them throwing proficiency (like the giff), but to me that's no more satisfying an explanation for halflings.
I'd broaden thrown weapons (and slings) to say that some cultures use daggers, others clubs, a few use javelins others axes.

So the specific is cultural, but not the general trait
 

bedir than

Full Moon Storyteller
In a previous edition that is lost to the fog of time I seem to remember halflings getting things like an ability to ricochet sling stones and the ability to throw stones without a sling. Or maybe I just dreamed it?
IIRC this was Complete Book of Halflings and Gnomes
 




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