• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

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.

the-land-of-the-hobbits-6314749_960_720.jpg

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?
 

log in or register to remove this ad

Michael Tresca

Michael Tresca

Mind of tempest

(he/him)advocate for 5e psionics
Here it is again
that is just the ho to build a character, what is their cosmological place? who if any do they worship? why are they so big in a resource-poor environment? what ways can I use them as a big part of my setting?
 

log in or register to remove this ad

Chaosmancer

Legend
I'll not be disingenous. Narratives matter. D&D wouldn't be much of a game without them.

But the narratives that matter are the narratives in our games, at our tables. If the narratives of D&D-branded comics and literature or D&D-adjacent fiction or works that inspired D&D from the beginning do not match the narratives of my game, it really doesn't matter. To me. I see that it matters to you. Just as it doesn't matter to me if the narratives in your games don't match the narratives in mine.

The idea that it's a potential problem just doesn't resonate with me. I'm not dismissing your experience. I understand what you're saying. It just is not my experience.

Right, but here's the thing. Those outside media help inform the narrative people want at the table. The stories of rogues and thieves in comics and books and such have helped us when we decide that the narrative at our table involves a rogue with a heart of gold. If I was playing Shadow Run, the official Shadowrun lore about how the world changed and what it meant for society would affect how I integrate a character into that society. Sure, you can always ignore it and just do what you want at your table, but there is a reason lore matters.

And the lore for the halflings gives them supernatural luck. It is the reason when why asked "what makes a halfling unique" the answer was "they are lucky" not "They re-roll 1's when they roll a d20". Because it is the narrative, not the mechanics, that people tend to attach to. Sure, we all love mechanics, and the mechanics for halflings are solid enough to be fine. But when we translate what we are told the story is, what the story we want to see is, to the game table to have the narrative at our table... they don't mesh naturally.

I could play a stalwart human knight, scion of his noble family, off on a quest to earn the favor of his Lady with no problem. There are few mechanics even involved in that, and all of those are options I can either grab, or work naturally into the story. But if you want to play a halfling warlock who constantly escapes unscathed due to his tremendous luck... you can't. The game can't support it. And the game shouldn't support it. That's why we have to keep having this caveat that halfling luck "isn't perfect" because the game cannot allow that narrative to actually happen... but that is the narrative that seems to happen in the stories, it is the narrative that we are told should work for a halfling. And frankly... it is a narrative I think would be better served by making it not a mechanic. Because 97% of the halfling's actual luck in the game isn't mechanical and must be narrated in, and if we remove that mechanical pressure to make them lucky, then the stories can be a choice, without feeling like you are cheating the player out of the story they want.
 



Chaosmancer

Legend
that is just the ho to build a character, what is their cosmological place? who if any do they worship? why are they so big in a resource-poor environment? what ways can I use them as a big part of my setting?

I ended up playing with the Giant-Kin and rune magic concepts. Goliaths and Firbolgs are proto-giants, who must prove themselves to receive the proper runic rituals to become true giants. It is a little awkward for the Firbolg, but I'm looking into expanding and changing Giant lore anyways.
 

bedir than

Full Moon Storyteller
that is just the ho to build a character, what is their cosmological place? who if any do they worship? why are they so big in a resource-poor environment? what ways can I use them as a big part of my setting?

I don't know how this isn't lore.

Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival.
 

Mind of tempest

(he/him)advocate for 5e psionics
I don't know how this isn't lore.

Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival.
that is the life of the wilderness, not for example where they are from nor why they do not just move to the lowlands for better food.
I ended up playing with the Giant-Kin and rune magic concepts. Goliaths and Firbolgs are proto-giants, who must prove themselves to receive the proper runic rituals to become true giants. It is a little awkward for the Firbolg, but I'm looking into expanding and changing Giant lore anyways.
giant lore has always been lacking it feels never quite baked in.
 

Yaarel

🇮🇱He-Mage
Regarding sizes, I have each increase in size have ability requirements.

Both Strength and Constitution must be at least the following score in order to qualify for the higher size:

Str-Con: Size
29:
(Extra Gargantuan)
25: Gargantuan
21: Huge
19: Large
15: Heavyweight (Medium) (Powerful Build)
11: Lightweight (Medium)
7: Small
3: Tiny
: (Extra Tiny)

For example, a halfling with Strength 8 and Constitution 15 would still only be Small size. It is also possible for a halfling to have Strength 15 and Constitution 15, but ignore the possibility of a size increase, thus remain Small size. Such halflings are notably stronger and tougher than one would expect for their size.
 

bedir than

Full Moon Storyteller
that is the life of the wilderness, not for example where they are from nor why they do not just move to the lowlands for better food.

giant lore has always been lacking it feels never quite baked in.
If they only lore you'll accept as lore is for a race that's had a dedicated book you'll never accept a new race as having enough lore.

The only lore that matters is what impacts gameplay.

Cosmology doesn't matter at a vast majority of tables because they are either homebrew or never travel the planes.
 


Voidrunner's Codex

Remove ads

Voidrunner's Codex

Remove ads

Top