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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?
 

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Michael Tresca

Michael Tresca

James Gasik

We don't talk about Pun-Pun
Supporter
It's not that Halflings are underdogs, it's that people tend to see them as such, in and out of universe.

And what's so relatable about humans? The fact that we are humans? Forgive me if I find that extremely boring in a fantasy game. Look, I can roleplay being myself in a fantasy world! It's like the last 10 years of anime combined!

They're the most boring, bland race imaginable. No special abilities to speak of, they can't see in the dark, they don't do anything special of note, and the only reason they have a strong place in a setting is because the game developers say so. It would be trivial to point at other races that should be more successful than humans.

+1 to all stats is really kind of meh, since few characters are going to be able to get mileage out of that. Unless you want to talk about Variant Humans, who lean on an optional game element that, depending on who you talk to, can be seen as busted and unbalanced.

It'd be like making a race that starts off with a free magic item at level 1, lol.
 

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Mind of tempest

(he/him)advocate for 5e psionics
It's not that Halflings are underdogs, it's that people tend to see them as such, in and out of universe.

And what's so relatable about humans? The fact that we are humans? Forgive me if I find that extremely boring in a fantasy game. Look, I can roleplay being myself in a fantasy world! It's like the last 10 years of anime combined!

They're the most boring, bland race imaginable. No special abilities to speak of, they can't see in the dark, they don't do anything special of note, and the only reason they have a strong place in a setting is because the game developers say so. It would be trivial to point at other races that should be more successful than humans.

+1 to all stats is really kind of meh, since few characters are going to be able to get mileage out of that. Unless you want to talk about Variant Humans, who lean on an optional game element that, depending on who you talk to, can be seen as busted and unbalanced.

It'd be like making a race that starts off with a free magic item at level 1, lol.
personally, I assume humans thrive out of a mix of being largely adaptable and the shire verity of gods who have an interest in seeing them prosper, I assume humans have no creation copy right as the other races do.

on distancing otherworld fantasy anime or isakai we are in complete agreement.
I thought the whole question was not about Halfling PCs but Halflimgs NPCs.

Because PCs are all weirdos.

But Halfling NPCs and Halfling enemies...
Halflings can't be enemies, they would have to be more than total slackers for them to even grow the drive to be antagonistic.
 

Faolyn

(she/her)
whilst that does reflect the player base, a race should not be built entirely around being silly it rarely works out.
So wait, a race where a few members go forth and adventure for the same reasons that a few members of other races adventure is silly?

That makes no sense. It's like saying humans are a joke race because some humans go adventuring for silly races.

aside from what the stat blocks say what do the dragons and giants do that is good? at best your their well looked after serf, not a free person.
That's up to the DM. If you choose to not have good-aligned giants or dragons do good things, that's on you, not the game.

no logically over time the horror of the world gets brutally killed by warmongering lunatics as they did on earth and true all adventures are nuts but the halflings do not have the traits needed to get to the point they can build communities, they could be remade to but then they would stop being halflings in most ways that matter.
Humans don't have the traits needed to build communities. So I guess they don't make sense to you either?

given being human is learned not born I do not believe inhumanity as a baseline, the point is they lack well anything inhuman.
What? Human is a race, not a culture, class, or skill. You're not making sense.

no, I do not play elves and dwarves as exact humans but given they have more to work with than halfling who the base inspiration is a metaphor for the average guy so they have almost no inhumanity by design.

show me their inhumanity?
Sure. Halflings are one of only two races to create cities, mint coins, grow and drink tea, and engage in wide-spread agriculture and aquaculture, whereas humans are stuck in small villages at best, use hacksilver for money, and rely on small-scale agriculture, hunting, and gathering.

Oh, wait, that's in my world. Because I spent a few minutes thinking about halflings and took their known traits, and made them interesting and different from humans.

If you don't have them be different in your world, that's on you.
 

Minigiant

Legend
Supporter
Halflings can't be enemies, they would have to be more than total slackers for them to even grow the drive to be antagonistic
Halflimgs can be enemies.

The probl is they duck as them

I have a criminal organization in my setting with one of the head families being Halflings. The gang founder was best friends with a halfing and the two families are partners in crime.

But halflings enemies are #$&@.

They die before Lucky procs.
PCs don't use fear effects often.
And hiding within human spaces scream 2 for 1 Fireball Special.

And roleplay, they are just another crime family. But weaker.
 

James Gasik

We don't talk about Pun-Pun
Supporter
Halflimgs can be enemies.

The probl is they duck as them

I have a criminal organization in my setting with one of the head families being Halflings. The gang founder was best friends with a halfing and the two families are partners in crime.

But halflings enemies are #$&@.

They die before Lucky procs.
PCs don't use fear effects often.
And hiding within human spaces scream 2 for 1 Fireball Special.

And roleplay, they are just another crime family. But weaker.
I would just not be beholden to the rules for PC's when I build Halfling enemies. I'd give them a lucky power that directly applies to combat if I wanted (call it "Lucky Escape", in the case of a recurring nemesis), and give them advantage on Wisdom and Charisma saves...call it, "Resist Corruption".

In 5e, player rules =/= monster rules.
 


Mind of tempest

(he/him)advocate for 5e psionics
So wait, a race where a few members go forth and adventure for the same reasons that a few members of other races adventure is silly?

That makes no sense. It's like saying humans are a joke race because some humans go adventuring for silly races.
name a unique halfling-based motivation that is not based on humour for adventure?
not saying a silly reason makes a silly race but if only silly options exist for that race then clearly the race is humour based.
That's up to the DM. If you choose to not have good-aligned giants or dragons do good things, that's on you, not the game.
that was not my point, I meant what have the dragons and giants done that is good for non selfish reasons? I can't find any.
Humans don't have the traits needed to build communities. So I guess they don't make sense to you either?
no humans are well known for brutally changing their environment to their life style and are known for being rather hard to kill off, it would be a struggle but we might get to the point of building cities, halflings not so much as they are not even built well for anything.

What? Human is a race, not a culture, class, or skill. You're not making sense.
what most people mean by being human is taught you learn it, if you do not you can end up very odd do you not know of feral children? I was discussing the nature of humanity and thus inhumanity by proxy.
Sure. Halflings are one of only two races to create cities, mint coins, grow and drink tea, and engage in wide-spread agriculture and aquaculture, whereas humans are stuck in small villages at best, use hacksilver for money, and rely on small-scale agriculture, hunting, and gathering.

Oh, wait, that's in my world. Because I spent a few minutes thinking about halflings and took their known traits, and made them interesting and different from humans.
so in order to make halfling impactful and powerful, you a) made humans suck and b) removed the nature of halflingness replacing them with a form of a human who happens to be short, this is a counterpoint to halflings just being short humans how?

Do you assume I have a world?
 

Minigiant

Legend
Supporter
I would just not be beholden to the rules for PC's when I build Halfling enemies. I'd give them a lucky power that directly applies to combat if I wanted (call it "Lucky Escape", in the case of a recurring nemesis), and give them advantage on Wisdom and Charisma saves...call it, "Resist Corruption".

In 5e, player rules =/= monster rules.
Oh I changed it after the party stomped out the first group of halfling gangsters.

I gave them luck points and other stuff.

didn't help


What makes halfling good PCs is exactly what makes them bad enemies.
Halflings are good at stuff only PCs deal with often (fear, multiple saves, hiding in groups, poison) and weak at stuff monsters use (high damage, high speed, AOE)
 

James Gasik

We don't talk about Pun-Pun
Supporter
Oh I changed it after the party stomped out the first group of halfling gangsters.

I gave them luck points and other stuff.

didn't help

What makes halfling good PCs is exactly what makes them bad enemies.
Halflings are good at stuff only PCs deal with often (fear, multiple saves, hiding in groups, poison) and weak at stuff monsters use (high damage, high speed, AOE)
Wouldn't that follow for most PC races?
 

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