D&D General My Problem(s) With Halflings, and How To Create Engaging/Interesting Fantasy Races

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Vaalingrade

Legend
What is "reasonable" to you? I mean, as was mentioned, they barely crack the top 10 despite having every possible advantage.

Again, after 50 years of failing to gain traction, isn't it time to push them into the Monster Manual where they belong to make room for something that might gain a bit more traction?
They already tried to push a much less awesome race, the gnome, to the MM for the first pass of a PH and that only made people come out of the woodwork to support them. Pretty much no core race is ever going to be allowed to go away, not even ones that deserve it like Half orc or Human.

Hell, the drow aren't even going to go back in the box ever again.
 

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Hussar

Legend
snip

They do have an identity. Taking solely from the PH and their part in MTF, the vast majority of halflings:
  1. are stealthy
  2. are lucky
  3. are brave
  4. are nimble
  5. enjoy an easy, comfortable life but are willing to go into great danger and suffer great hardship when the cause is right
  6. are reliable and cooperative
  7. are open and welcoming to all because they judge by intentions and actions, not by race or appearance
  8. are good cooks and good farmers
  9. are good-natured, cheerful, and optimistic even when things are bleak
  10. are practical
  11. are knowledgeable of old lore
  12. are natural storytellers and prefer aesops to outright instruction
  13. are empathic and generous, even to those they don't know
  14. are humble and not interested in shows of wealth
  15. are great hosts
  16. are filled with curiosity and wonderment
  17. are unflappably calm in the face of danger
  18. are good with the common folk and prefer them to nobility, soldiers, and scholars
  19. are peaceful and peace-seeking
  20. are good at seeming harmless and innocuous, so they are easily overlooked
/snip
Now, remember context here. We're talking about a race for players. If they were meant for the DM, then they should be in the Monster Manual. But, halflings are meant to be played by players. WIth the presumption that they will show up fairly often, since they are positioned as one of the most common races in D&D Land.

So, with that in mind, which of your points actually lend themselves towards encouraging players to play them. Note, before anyone complains, there are easily elements for humans, dwarves and elves which make them enticing for players, both mechanically and in the lore. And, I know that because humans, elves and dwarves are the most commonly played races. So, let's dig down on your list here a bit.

I would say your numbers 1 and 2 and 16 are about the only things that players would actually look for in a PC. Many of your points, 5, 7, definitely 8 (no one makes a PC to be a good farmer), 12, 14, 15 (never going to come up in game), 18 (who wants to hang out with peasants vs the nobility, soldiers and scholars which is probably 90% of the NPC's an adventuring group deals with on a day to day basis), definitely 19 - sorry, D&D is not really geared for a pacifist character, and DEFINITELY 20 (players don't want to be overlooked - they want to be the heroes of the story).

Now, I'm painting with a broad brush here, and I'm sure that people are furiously typing about how that one time they played a pacifist halfling that was completely self effacing, but, I'm fairly confident that it's not something that comes up on a regular basis.

So, sure, there are things that might be enticing to a player, but, there are quite a few more things that push players away from halflings. Now, a goblin or a kobold, OTOH, has all the same levels of 1 and 2, without all the negative points that push players away. Which might explain why we see so few halflings being played.
 

Yaarel

He Mage
The Gnome and Halfling actually are the same thing: a house sprite.

Halfling in the sense of a hobbit is a "hob", which is a British name for a helpful house sprite, such as a "browny".

The "gnome" (Latin gnomus) is an invented term for an earth elemental, and possibly is a blend of Greek geo-nomos (law of earth) and gnome (knowledge). In Pan-Euro literature this word is used to mean various kinds of land spirits, especially house sprites. Compare the garden gnome, which resembles the Dutch house sprite.

It is easy to unite them into a single lineage, where the Halfling has a less magical culture in the Material Plane, while the Gnome has a more magical culture in the Fey Plane.
 

Are you rewriting the lore? Eh, for a value of the idea of rewriting. Adding can be considered a rewrite. But, just because I can recognize when you start adding lore that doesn't currently exist, doesn't mean I need things spelled out for me. It means I can tell what the book says, and then see that you are adding and going beyond what they say.

Which is perfectly fine and valid for your home game. But since we are talking about what the books say and how the books present the race, because that is the official presentation of the race from the company to the gaming community... I'm not seeing how your additions are supposed to matter, except in the abstract value of Rule Zero, AKA DMs can make up whatever they fell like, adding and subtracting from the existing lore at their leisure.
The part in bold is how I feel on the matter. I understand that certain settings have done interesting things with halflings, and that people are free to develop them for their personal worldbuilding and games, but when it comes to their default presentation in 5e's generic material, "needs improvement" is an understatement.
 

Faolyn

(she/her)
Just because you use a fancier way of saying "adding" doesn't change what you are doing. Just because I chose to homebrew other races doesn't mean that I find halfling lore lacking more than the lore for other races.

These aren't arguments against my points. They are trying to tell me that I shouldn't have an issue with the existing lore, because I've changed other existing lore in the past. Perhaps you could try arguing something other than "if you add to the lore, you can fill in those gaps, and then those gaps never existed"
Well, if you've changed existing lore for one race, why do you have a problem doing it with another race?

1) "Lorekeeping" implies a rather formalized structure. As in, halflings would have people whose job it is, officially, to keep lore. They would have a name for such a person. For example, in Eberron the goblinoid people have the Duur'Kala, a position that is all about keeping the lore of their people. A Lorekeeper.

2) You see that bolded word? Unwittingly. This means that halflings have access to lore about ancient and long-gone cultures.... by accident. That means that they are not a traditional lore keeper race. They aren't going out and purposefully collecting lore for the purpose of preserving it. They are just... accidentally telling stories that happen to have those elements. Which cuts straight through the idea that their race is supposed to be a race of lorekeepers.
No it doesn't. It just means it's not necessarily a formal position--because unlike the Duur'Kala, almost every halfling knows the lore.

I asked if they were adventurers who were nomadic, or nomads, and you replied yes. So, you are saying all nomadic people are adventurers? So all Goliaths and orcs are adventures, because they are a heavily nomadic people.

I would say there is more to being an adventurer than being nomadic and traveling to different places.
Which is why the text also says that they're curious and like exploring.

So, traits #3, 5, 6, 7, 9, 13, 14, 15, 18, 19 and the lack of evil gods all read as... they are Good aligned. They have generic hero traits. I mean, seriously, some of these are just bland "I'm the good guy"-isms.
Many of those above-mentioned traits aren't inherently Good. Brave isn't Good. Villains can be affable and good-natured and then turn around and kill you, so that's not a Good trait. Disliking displays of wealth isn't Good. Being reliable and cooperative is Lawful, not Good.

And each of those words helps to paint a picture of what kind of Good a halfling is.

They're also all different types of good. Elves are good, but they are famously not open, welcoming, generous, and empathic to all, are usually described as capricious rather than reliable, and generally prefer the "pretty" people like artists and scholars to farmers.

You also repeated yourself, unless Brave is somehow different than being unflappably calm in the face of danger. Or being open and welcoming is different than being good-natured is different than being good hosts.
Uh, yes. Very different. One can be brave and also very emotional at the same time. And a person can be open and welcoming, a grump, and a terrible host. "Yeah yeah, come in. Go grab yourself a drink. Get me one too while you're at it. And take off your damn shoes."

That's a whole bunch of character traits, sure, but does it really tell you anything?
Yes, lots of things actually. I don't know why it doesn't tell you anything. This is why I think you're not actually bothering to think about the traits, or are allowing your dislike for halflings to blind you to them.

Except that halflings seem to be monolithic in personality traits. No other race has these universal personality traits of every member of the race being good, kind, helpful salt of the earth people? Isn't that a good thing?
Every single D&D race is monolithic. Every one of them. Elves are flighty, haughty, fey-like, magical. Dwarfs are stoic, gruff, heavy drinkers, bearded. Goblins are tricksy, cowardly, impulsive, destructive. Humans are innovative, curious, adaptable, ambitious. These are written as universal traits for those races. Why are you complaining about halflings and not these other races?

I specifically asked you what you need to make a race interesting. Did you forget to answer?

I mean, reading this list, it is over and over again telling us how good, how pure, how good, and how uncorrupted and how good halflings are. They are just simple, kind folk with nothing more than their comforts of home. ALL OF THEM. I can see why people keep saying they make perfect adventurers, every single one of them is a YA fantasy protagonist.
So why is that bad? Does every member of every PC have to be edgy or grimdark or super-serious? Can't you have people who are just decent people?

And yes, I'm getting a little hyperbolic and frustrated, but it seems that listing personality and character traits and saying "all halflings are like this" is perfectly fine, but saying that I can play those characters without playing a halfling is me being a terrible and closeminded person.
No, you have been saying that because you can play those characters without playing a halfling, that means that halflings are pointless and have no use or purpose in a setting. Those are very different things.

I can play a flighty, haughty, fey-like, and magical gnome, or a stoic, gruff, heavy-drinking, bearded orc, or a tricksy, cowardly, impulsive, and destructive tiefling. That doesn't mean elves, dwarfs, or goblins are pointless.

Earth Elementals are practically mindless, and have no opinions. Actually came up in our last game, that per the lore they are basically non-sapient beings. Also, you have no idea if Earth Elementals would find that upsetting or not. So, I'm not really going to engage in your "but I can make anything subjective" approach.
Earth elemental is also a term for any sort of elemental from the Plane of Earth. Which includes dao and a whole bunch of others, many of whom are not mindless.

I'd say if you read the stuff you cut you might have an idea. I'm not sure I'm up for repeating myself when you don't bother responding to what I write anyways.
I did. You didn't actually say why elves and dwarfs are important.

One of the things you said are "the point of elves is to have a magical and long lived race." But gnomes and firbolg are also magical and long-lived. Many other races are magical, and many other races are long-lived. And that's ignoring the tons of monsters that live for many hundreds or thousands of years or that are immortal. And that's ignoring that there's a section in the PH description of humans that talks about how humans, "dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone" by building institutions. Meaning you can remove elves from a setting and lose nothing, because several other races have the same aspects covered.

Ditto for dwarfs. You say "But the idea of dwarves is to take that same enormous lifetime and apply it to crafting. Dwarves make the best and most enduring things" but again, there's other races that can do the same thing. Gnomes are amazing crafters. And if you aren't on Krynn, the stuff they make rarely explodes. And several monsters are good crafters as well, like fire giants and azer. If you take dwarfs out, all that happens is that you get stone objects that don't last quite as long... and considering that we nonmagical humans in the real world have made structures that have literally lasted for millennia. And we managed to not release any balrogs while doing so. (Sadly, many humans do suffer from gold fever.)

In other words, neither elves nor dwarfs are so important that you really lose something by not including them. You just don't have them in the world. Something else will take their place. Or not, because sometimes, it's fine to not have a particular trope in a setting.

Now look at the list of the traits I wrote about for halflings. If you take out halflings, what do you lose: you lose kind people who can bridge the gaps between other races and help others get along. You lose people who make things that others find comfortable. You lose a steady source of food and ale and household goods. A dwarf can build you a nice stone house, and an elf can make you a magical, ever-changing painting, but the halfling would make the comfortable couch you can stretch out on and relax while eating a nice dinner. You lose a people who bring a sense of wonder to those around them. You lose a people who try to make the world a nicer place.

So then answer this question: why is this bad or uninteresting? Yeah, it's not epic. There's very little blood involved. It's PG-rated. But in general? It's a good, useful, and important role.

And yeah, you can take them out and not lose much, like you wouldn't lose much by taking out any other race. You can probably even take that same role and give it to another race, if you wanted to. But that is not a good enough reason to not include them in the first place.

And there is no human pantheon. It doesn't really exist.

"Is it A or B"

"Yes"

Well, thanks for not answering any question or helping to clarify.
Yes, it's both. Duh.

VGR? Wait, Ravenloft?

Sure, a DM can make a homebrew decision, or use whatever brand new rules you want, but "we've been playing homebrew for years, and therefore all halflings are extra good against mundane fear because that's how our homebrew works" is... poor.
Yeah, so a very common homebrew rule, based on similar rules from earlier editions, is poor. Right...

Great, so they aren't scared of the unknown.

Are they scared of the known?
Not really.

An example: I like spiders. They have the cutest faces. They have adorable footsies. Or tarsi, whatever. They're awesome and amazing.

That's what halflings are like. Show them something that would frighten or creep other people out and they'll think it's pretty interesting, actually.

But that isn't what the ability does. They can freely move through the space of a Gelatinous cube. They don't have legs. They can move through the space of a giant snake, also no legs.

Humans can't move through the legs of Giants, but halflings can. I'm looking at everything the ability does, and it does more than just let them move between the legs of a creature. That's the inspiration I'm sure, but when I talk about not being sure how to represent it, I meant for more than just that single thing.
...

They're nimble. They can squeeze into small spots and through narrow gaps. They're bendy, like cats. Or can really suck in their guts. They can find the narrow gap between the gelatinous cube and the wall. Humans can't. If they try to walk between the legs of a giant, they'd bounce off an ankle or be too busy dodging one foot that they wouldn't notice the other one about to kick them.

Well, then I guess you are free to continue saying it is neutral to let your child be devoured by wolves just because it is dark outside.
If you don't like that alignment, tell that to the people who wrote the system.
 

Vaalingrade

Legend
The Gnome and Halfling actually are the same thing: a house sprite.

Halfling in the sense of a hobbit is a "hob", which is a British name for a helpful house sprite, such as a "browny".

The "gnome" (Latin gnomus) is an invented term for an earth elemental, and possibly is a blend of Greek geo-nomos (law of earth) and gnome (knowledge). In Pan-Euro literature this word is used to mean various kinds of land spirits, especially house sprites. Compare the garden gnome, which resembles the Dutch house sprite.

It is easy to unite them into a single lineage, where the Halfling has a less magical culture in the Material Plane, while the Gnome has a more magical culture in the Fey Plane.
D&D and etymology don't really mix that well.

We could actually have a pretty good thread about how screwed up D&D's idea of monsters is from a folkloric perspective. Basilisks and cockatrice are different creatures somehow. As are gorgons, medusae and catobelopas.

And then on this very topic:

Hobs, redcaps, brownies, faries, fairys, sprites, pixies, elves, dwarves, sidhe, and goblins? All the same guys.

Gnomes, kobolds, and earth elementals (as said). Different set of same guys.

Trolls? A class onto themselves, rather like saying 'bird' or mammal for all the the variety you're lumping together.

Orc? Basically a modern invention that's actually newer the 'robot' as its own thing.

I'm honestly shocked D&D back in the 80's didn't somehow have singular monsters called youkai, tengu, garuda and rakash...ah crap...
 


Faolyn

(she/her)
Now, remember context here. We're talking about a race for players. If they were meant for the DM, then they should be in the Monster Manual. But, halflings are meant to be played by players. WIth the presumption that they will show up fairly often, since they are positioned as one of the most common races in D&D Land.

So, with that in mind, which of your points actually lend themselves towards encouraging players to play them.
It seems like a large percentage of players pick their races due to ASIs and mechanical traits and for no other reason.

For those who don't care about those things as much, it would of course depend on the type of game being played and the type of character the person wants to play. But several of those traits lend themselves well to bards and wizards (and rogues of course), and of course any PC can benefit from enjoying exploration and discovering new things.
 

Hussar

Legend
It seems like a large percentage of players pick their races due to ASIs and mechanical traits and for no other reason.

For those who don't care about those things as much, it would of course depend on the type of game being played and the type of character the person wants to play. But several of those traits lend themselves well to bards and wizards (and rogues of course), and of course any PC can benefit from enjoying exploration and discovering new things.

If a large percentage choose based on stats and mechanics then halflings are still a failure because no one is playing them.

That’s the point that keeps getting ignored. Despite having every possible advantage, no one plays halflings.
 

ccs

41st lv DM
What is "reasonable" to you? I mean, as was mentioned, they barely crack the top 10 despite having every possible advantage.

Again, after 50 years of failing to gain traction, isn't it time to push them into the Monster Manual where they belong to make room for something that might gain a bit more traction?

Or, you know, more pages could just be added to the PHB rather than cutting the halfling.
That way you can rejoice that xyz was finally added, those of us who like halflings/Hobbits remain happy, and the vast majority who don't give a( naughty word) about either continue to not give a (naughty word).
We all win D&D this way. :)

As for your claim "nobody plays 1/2lings"?
Your wrong. And you know it.
And you also know that those D&D Beyond stats don't represent the majority of players.
 
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