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

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Yaarel

He Mage
Clearly their size, relative dexterity, values, and bravery result from structurally different neurogical, muscular, and endocrine systems.
Says you. Not the Players Handbook.

Not D&D

And what presents as halfling luck is really an additional form of perception that allows momentary glimpses into the immediate future, such that they can avoid catastrophe.
Again. Says you. Not the Players Handbook.

What is Lucky? Mechanically negligible and − actually − flavorless.

There is no attempt in the Players Handbook to explore the possibility that Luck is magical or otherworldly.

And there could be human explanations for it. Like a culture that pays attention.

Obviously, these little gents and ladies are far different from humans.
Obviously, these little gents and ladies are normal humans.
 

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pemerton

Legend
Pretty much all the races are some form of human.
As has been pointed out, most D&D species are modeled my dialing up certain aspects of humanity up to another level.
I think @Yaarel is interested in the sorts of ways that you can "dial up" aspects of humanity.

Elves express a certain conception of human perfection - in respect of ethereal beauty, charm and presence more generally, and the ability to change the world through magic. Some variants - eg certain interpretations of Wood Elves - reduce the supernaturalness and instead emphasis the connection to nature. In some other variants, the otherworldliness ceases to be an expression of perfection and instead becomes a flaw (and Moorcock's Melniboneans and Star Treks' Vulcans can be seen as closely related tropes in nearby fictional works).

But in the D&D game this Elvish-ness is expressed through things that humans can't do - depending exactly on edition this might be low-light or infravision, automatic magic or "fey step", preternatural resistance to magical enchantments, etc.

Dwarves express a certain conception of human greed and technology or manufacturing-oriented striving: they are miners, they love golds and gems, they are very clannish with traditions passed down through generations (like an artisan's family or guild), they have a certain hostility or at least stand-offishness towards outsiders. Much more often than is the case with Elves, a lot of this is presented as flawed rather than perfect.

In the D&D game this Dwarvish-ness is expressed through things that humans can't do - depending exactly on edition this might be infravision or darkvision, magic and/or poison resistance that reflects both their physical stamina (as workers) and also their disconnection from certain aspects of nature and the supernatural, and preternatural abilities underground (eg detecting distances, observing stonework, etc).

Halflings express a certain conception of simple human pleasures and relationships - self-respect without too much pride; a love of creature comforts but an ability to go without when duty and circumstance demand it (just like war-time rationing!); a general distaste for "action" or violent self-expression, but a willingness to "muck in" and get the job done if that's how it has to be.

At least as I understand it, Yaarel's objection is that In the D&D game this Hobbitish-ness is expressed through things that humans can do and be: being little, being brave, being a little bit lucky. I'm not sure that objection is quite as strong as seems to be asserted - eg I think 5e Halflings still have remnants of the AD&D feature that allows preternatural stealth, beyond what one might just expect from being small - but I can still feel its force. The mode of humanity that they express is not really captured in a distinctiveness in the fiction and the accompanying mechanics, but rather by simply doubling down, in the fiction, on the fact that they are bucolic, comfort-loving stay-at-homes who occasionally spawn plucky heroes.

(I will also add that I think pointing to their strength-mass ratio doesn't really help here. The fact that Halflings have workable strength is purely a trope to (i) make JRRT's fiction work and then (ii) make the D&D game work. It's not any sort of commentary on human biology or divergent evolution.)
 

This is basic logic.

If A is an element of B

Then it is false to say: A isnt an element B.


Some humans are sentimental.

If halflings are sentimental, that trait doesnt make them nonhuman.
This is in no way responsive to my post. At all. It is also not any kind of logic, and a gross misstatement of any of the arguments I've made.
 

Says you. Not the Players Handbook.

Not D&D


Again. Says you. Not the Players Handbook.

What is Lucky? Mechanically negligible and − actually − flavorless.

There is no attempt in the Players Handbook to explore the possibility that Luck is magical or otherworldly.

And there could be human explanations for it. Like a culture that pays attention.


Obviously, these little gents and ladies are normal humans.

It's as much a part of the phb as anything you've posted regarding elves, dwarves, and gnomes.

We disagree.
 

(I will also add that I think pointing to their strength-mass ratio doesn't really help here. The fact that Halflings have workable strength is purely a trope to (i) make JRRT's fiction work and then (ii) make the D&D game work. It's not any sort of commentary on human biology or divergent evolution.)
Ennh...it is a function of the mechanics. I'd agree that not much is done with it in setting. Doesn't make it less true. Notably, it's true of all the small races, so they are hardly unique in that respect, but I'd argue it is a physiological difference that is getting ignored in favor of "just a short human".
 


pemerton

Legend
Ennh...it is a function of the mechanics. I'd agree that not much is done with it in setting. Doesn't make it less true. Notably, it's true of all the small races, so they are hardly unique in that respect, but I'd argue it is a physiological difference that is getting ignored in favor of "just a short human".
But I think it's obvious that if the game changed to permit players of humans to choose Small rather than Medium size - which seems not implausible - it would not impose a STR penalty on those human PCs.

This is all driven by the interplay of tropes and playability, not an attempt to present Halflings as different from humans.
 

Yaarel

He Mage
I think @Yaarel is interested in the sorts of ways that you can "dial up" aspects of humanity.

Elves express a certain conception of human perfection - in respect of ethereal beauty, charm and presence more generally, and the ability to change the world through magic. Some variants - eg certain interpretations of Wood Elves - reduce the supernaturalness and instead emphasis the connection to nature. In some other variants, the otherworldliness ceases to be an expression of perfection and instead becomes a flaw (and Moorcock's Melniboneans and Star Treks' Vulcans can be seen as closely related tropes in nearby fictional works).

But in the D&D game this Elvish-ness is expressed through things that humans can't do - depending exactly on edition this might be low-light or infravision, automatic magic or "fey step", preternatural resistance to magical enchantments, etc.

Dwarves express a certain conception of human greed and technology or manufacturing-oriented striving: they are miners, they love golds and gems, they are very clannish with traditions passed down through generations (like an artisan's family or guild), they have a certain hostility or at least stand-offishness towards outsiders. Much more often than is the case with Elves, a lot of this is presented as flawed rather than perfect.

In the D&D game this Dwarvish-ness is expressed through things that humans can't do - depending exactly on edition this might be infravision or darkvision, magic and/or poison resistance that reflects both their physical stamina (as workers) and also their disconnection from certain aspects of nature and the supernatural, and preternatural abilities underground (eg detecting distances, observing stonework, etc).

Halflings express a certain conception of simple human pleasures and relationships - self-respect without too much pride; a love of creature comforts but an ability to go without when duty and circumstance demand it (just like war-time rationing!); a general distaste for "action" or violent self-expression, but a willingness to "muck in" and get the job done if that's how it has to be.

At least as I understand it, Yaarel's objection is that In the D&D game this Hobbitish-ness is expressed through things that humans can do and be: being little, being brave, being a little bit lucky. I'm not sure that objection is quite as strong as seems to be asserted - eg I think 5e Halflings still have remnants of the AD&D feature that allows preternatural stealth, beyond what one might just expect from being small - but I can still feel its force. The mode of humanity that they express is not really captured in a distinctiveness in the fiction and the accompanying mechanics, but rather by simply doubling down, in the fiction, on the fact that they are bucolic, comfort-loving stay-at-homes who occasionally spawn plucky heroes.

(I will also add that I think pointing to their strength-mass ratio doesn't really help here. The fact that Halflings have workable strength is purely a trope to (i) make JRRT's fiction work and then (ii) make the D&D game work. It's not any sort of commentary on human biology or divergent evolution.)

The 5e Elf is reasonably nonhuman, mainly from Fey ancestry, and it helps to emphasize the magic tropes.

The 5e Dwarf needs to be more clearly nonhuman. I feel "Darkvision" is a less helpful and less flavorful distinction from the Human, but at least it feels appropriate to the Dwarf underground concept. Note, the 4e Dwarf originates from the earth elemental giants − that feels nonhuman. The heavy hit points can help with the tough as a rock flavor. If the Dwarf turned to stone when dead, that might help them them feel less human. In one of my settings, I make them look like animate rock. One character has lapis lazuli skin, and metallic gold hair and eyes.

The 5e Halfling is ... Human. If I had a Human character but used Halfling stats, it would be seemlessly human.

Imagine making the Halfling Medium size? Seemlessly human.
 


The 5e Elf is reasonably nonhuman, mainly from Fey ancestry, and it helps to emphasize the magic tropes.

The 5e Dwarf needs to be more clearly nonhuman. I feel "Darkvision" is a less helpful and less flavorful distinction from the Human, but at least it feels appropriate to the Dwarf underground concept. Note, the 4e Dwarf originates from the earth elemental giants − that feels nonhuman. The heavy hit points can help with the tough as a rock flavor. If the Dwarf turned to stone when dead, that might help them them feel less human. In one of my settings, I make them look like animate rock. One character has lapis lazuli skin, and metallic gold hair and eyes.

The 5e Halfling is ... Human. If I had a Human character but used Halfling stats, it would be seemlessly human.

Imagine making the Halfling Medium size? Seemlessly human.
Why do Dwarves need to be more non-human? What would be the advantage of that in practical terms?

The more non-human you make the player races the harder you make it for people to play them.
 

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