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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

Mind of tempest

(he/him)advocate for 5e psionics
Your 5th edition PCs aren't larger than life? The majority of them aren't capable of magic from level one or at least level 2? The raging barbarians can't shrug off blows that would fell a normal man? The fighter and rogue are both faster than life (action surge, cunning action) from level 2 while the druid can turn into animals.

D&D PCs are, pretty much without exception, larger than life from at least level 2 onwards. Notoriously Dragon Magazine printed something in 1977 claiming that Gandalf was only a fifth level magic user - and D&D full casters are a lot more magical and a lot larger than life oD&D casters. D&D characters are not only larger than life, they are larger than the lives of the Lord of the Rings main characters.
I mean on the collective not the individual, plus if everyone is then no one is.
 

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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.
The problem isn't with halflings. It's your tactics when running a crime family. Essentially you are doing the equivalent of saying "wizards suck" and then presenting as evidence that a wizard got beaten up in melee when they attacked using Greenflame Blade (and weren't a bladesinger). Which ... yes a wizard will. That doesn't mean that the wizard sucks.

First the "2 for 1 fireball special" - are your PCs such murderous bastards that they will kill innocent people and depopulate entire towns? Sounds like they are the criminals then and it should be the Guard dealing with them. If the Lightfoot Halfling ability to hide behind larger creatures is used properly then they go into a non-criminal crowd and you lose them in a way you don't lose other criminals. So either you can fireball the entire market or you can hope to get lucky. And of course the halfling is moving at full speed through the bustling market - being able to move through the squares of anyone medium sized or larger whether hostile or not. Halflings in dense urban environments can easily get away in ways other races can't. It's a subtler package but for a crime family in an urban environment it rivals the goblin's ability to hide as a minor action.

And then there's the halfling burglar and assassin. Halflings (and for that matter goblins) being small can squeeze through tiny spaces - and tiny is the lowest size class in D&D 5e. And for that matter halflings can climb as well as almost any other race (realistically, of course, they should be able to outclimb most people because they have about the same strength and a much better power to weight ratio. (Square-cube relationships come into play).

This of course has an impact on halfling hideouts and halflings as smugglers. They can get through tiny gaps. If you're not a halfling, kobold, goblin, fairy, or size or shape changer or otherwise inherently small or smaller you're not getting in there.

Oh, and finally there's the lucky (or, more accurately not unlucky trait). Things just don't go wrong for the halfling organisation quite as much as for anyone else - they are protected against natural 1s. Surely you don't think that luck only matters when the PCs are on the scene.

So you have a criminal organisation that can (a) get where humans, elves, dwarfs, half-elves, half-orcs, tieflings, and dragonborn can't, (b) get away where humans and the other PHB races (even including gnomes this time) can't, and (c) the members of which aren't taken as major threats or considered hostile by many. And who don't get fate dumping on their plans as much as other people. And yet you couldn't think of one single way that they might be one of the more effective criminal organisations in a town or any area of crime they might come to dominate. I'm afraid that that's completely on you.
 

Lanefan

Victoria Rules
okay, but what do they do other than be short humans?
What else do they need to do?

Or flip it around: what do Humans do other than just be tall Hobbits?
so you cross humans with dwarves and get an apathetic nobody who sits around and smokes and eats all day, that defies hybrid vigour which is common in most half-entites.
why did they keep making more after the first time?
They didn't. The ones they did make started reproducing on their own, and away we went. :)
 

Minigiant

Legend
Supporter
The problem isn't with halflings. It's your tactics when running a crime family. Essentially you are doing the equivalent of saying "wizards suck" and then presenting as evidence that a wizard got beaten up in melee when they attacked using Greenflame Blade (and weren't a bladesinger). Which ... yes a wizard will. That doesn't mean that the wizard sucks.

First the "2 for 1 fireball special" - are your PCs such murderous bastards that they will kill innocent people and depopulate entire towns? Sounds like they are the criminals then and it should be the Guard dealing with them. If the Lightfoot Halfling ability to hide behind larger creatures is used properly then they go into a non-criminal crowd and you lose them in a way you don't lose other criminals. So either you can fireball the entire market or you can hope to get lucky. And of course the halfling is moving at full speed through the bustling market - being able to move through the squares of anyone medium sized or larger whether hostile or not. Halflings in dense urban environments can easily get away in ways other races can't. It's a subtler package but for a crime family in an urban environment it rivals the goblin's ability to hide as a minor action.

And then there's the halfling burglar and assassin. Halflings (and for that matter goblins) being small can squeeze through tiny spaces - and tiny is the lowest size class in D&D 5e. And for that matter halflings can climb as well as almost any other race (realistically, of course, they should be able to outclimb most people because they have about the same strength and a much better power to weight ratio. (Square-cube relationships come into play).

This of course has an impact on halfling hideouts and halflings as smugglers. They can get through tiny gaps. If you're not a halfling, kobold, goblin, fairy, or size or shape changer or otherwise inherently small or smaller you're not getting in there.

Oh, and finally there's the lucky (or, more accurately not unlucky trait). Things just don't go wrong for the halfling organisation quite as much as for anyone else - they are protected against natural 1s. Surely you don't think that luck only matters when the PCs are on the scene.

So you have a criminal organisation that can (a) get where humans, elves, dwarfs, half-elves, half-orcs, tieflings, and dragonborn can't, (b) get away where humans and the other PHB races (even including gnomes this time) can't, and (c) the members of which aren't taken as major threats or considered hostile by many. And who don't get fate dumping on their plans as much as other people. And yet you couldn't think of one single way that they might be one of the more effective criminal organisations in a town or any area of crime they might come to dominate. I'm afraid that that's completely on you.
You're bit overthinking the premise.

My point is that halfling racial traits are mostly hard to use as NPCs and enemies and sometimes negative for enemies.

  • Ability Score Increase DEX+2. OK. This is good. DEX is a great stat and boost offence defense and utility.
  • Small Size. Mosy negative. Restricts NPC weapon choices. Keeps with finding hiding spots but with "Hide as a bonus Action" you can only do it once.
  • Speed Down. Pure Negative.
  • Lucky.Takes 20 rolls to trigger. NPCs without names and not solos don't get 20 rolls.
    • Change to Luck Point Okay Decent. Allows a reroll of a hit or reroll vs a AOE
  • Brave.Mostly useless. PCs don't use fear often and not every class has access to it.
    • Change to Wisdom Saving Throw Bonus Much better.
  • Halfling Nimbleness Again mostly useless for NPCs
    • Change to Hide as Bonus Action Okay Good stuff.
  • Ability Score Increase CHA +1. If the halfling isn't a spellcaster, they mostly won't be able to use this. CHA saving throws are rare.
  • Naturally Stealthy. Firecall Bait. Use of this typiclly requires crowding with other medium sized allies. Good for PCs as monsters don't all have AOE. But bad for monsters as PCs often have AOE.
  • Ability Score Increase CON +1. Ok. Nice. Adds a few HPs.
  • Stout Resilience. Poison is already a bad resist as PCs tend to shy away from it as many monsters are immune. But a resist is a resist.

For Mooks Pretty bad. Halfling traits don't translate well to throwaways. The AC and HP boosts will be negligible. Small limits their weapon use and forces the DM to make them TWF.
For Elites and Solos. Mostly a wash unless it's a caster. Bigger spotlight lets Lucky and Brave trigger better. You might actually get to use nimbleness on a Halfling grand assassin. or master thief.
For Humaniod Race Swaps: Goes from Very Bad to Very Good the more CR the monster has. Again by PHB and DMG rules, it takes time or special setups for Halfling traits to trigger.
For Custom Race Traits: Same as above. You need high levels to translate Luck, Bravery, and Nimbleness into single encounter factors. If you go too hardon nimbleness, you start copying goblins though.
 


You're bit overthinking the premise.

My point is that halfling racial traits are mostly hard to use as NPCs and enemies and sometimes negative for enemies.

  • Ability Score Increase DEX+2. OK. This is good. DEX is a great stat and boost offence defense and utility.
  • Small Size. Mosy negative. Restricts NPC weapon choices. Keeps with finding hiding spots but with "Hide as a bonus Action" you can only do it once.
  • Speed Down. Pure Negative.
  • Lucky.Takes 20 rolls to trigger. NPCs without names and not solos don't get 20 rolls.
    • Change to Luck Point Okay Decent. Allows a reroll of a hit or reroll vs a AOE
  • Brave.Mostly useless. PCs don't use fear often and not every class has access to it.
    • Change to Wisdom Saving Throw Bonus Much better.
  • Halfling Nimbleness Again mostly useless for NPCs
    • Change to Hide as Bonus Action Okay Good stuff.
  • Ability Score Increase CHA +1. If the halfling isn't a spellcaster, they mostly won't be able to use this. CHA saving throws are rare.
  • Naturally Stealthy. Firecall Bait. Use of this typiclly requires crowding with other medium sized allies. Good for PCs as monsters don't all have AOE. But bad for monsters as PCs often have AOE.
  • Ability Score Increase CON +1. Ok. Nice. Adds a few HPs.
  • Stout Resilience. Poison is already a bad resist as PCs tend to shy away from it as many monsters are immune. But a resist is a resist.

For Mooks Pretty bad. Halfling traits don't translate well to throwaways. The AC and HP boosts will be negligible. Small limits their weapon use and forces the DM to make them TWF.
For Elites and Solos. Mostly a wash unless it's a caster. Bigger spotlight lets Lucky and Brave trigger better. You might actually get to use nimbleness on a Halfling grand assassin. or master thief.
For Humaniod Race Swaps: Goes from Very Bad to Very Good the more CR the monster has. Again by PHB and DMG rules, it takes time or special setups for Halfling traits to trigger.
For Custom Race Traits: Same as above. You need high levels to translate Luck, Bravery, and Nimbleness into single encounter factors. If you go too hardon nimbleness, you start copying goblins though.
If I'm not mistaken, the point @Neonchameleon was making is that, like most any enemy, halflings would employ tactics and prefer environments suited to their advantages. If you are playing them suboptimally, they will perform suboptimally.
 

Minigiant

Legend
Supporter
If I'm not mistaken, the point @Neonchameleon was making is that, like most any enemy, halflings would employ tactics and prefer environments suited to their advantages. If you are playing them suboptimally, they will perform suboptimally.
My point is that the halfling doesn't synergize with how NPCs and Enemy Monsters play.

That's what the whole thread is about sorta kinda.

It takes a lot of work to optimize, synergize, or integrate halflings for Non-PC play and it comes at the expense of the other races.

The halfling race is not designed for one scene use. In order to make a halfling's halflingness shine in a single scene, you need to steal from another race or play high level.
 


My point is that the halfling doesn't synergize with how NPCs and Enemy Monsters play.

That's what the whole thread is about sorta kinda.

It takes a lot of work to optimize, synergize, or integrate halflings for Non-PC play and it comes at the expense of the other races.

The halfling race is not designed for one scene use. In order to make a halfling's halflingness shine in a single scene, you need to steal from another race or play high level.
1. That is almost nothing like what this whole thread is about.

2. Basically nothing in your post related to their racial traits indicated any understanding for how those traits could interact with the physical environment of the world around them. As baddies, you play them like Tuckers Kobolds. In an urban environment, they'd do better than most of the small races when used that way.
 

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