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.

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


log in or register to remove this ad

okay if halflings are the good race define the nature of goodness and how halflings relate to it? I am itching for the answer to the great question.
In general, as a society they tend to be kind to each other and to try their best to be kind to those in the greater world, even if said kindness is not returned. Their communities are places of peace and safety for those seeking such. They do not hunt or kill for sport, they do not have societal ambition of conquest or pillage, they measure personal success by deeds rather than wealth, yet while they will never fire the first shot in a war they are more than capable of firing the last one in defense of their homes and-or those who they love; peacefulness does not mean lack of ferocity if-when provoked.

Good enough?
 

a culture well-known since its formulation to be associated with illusion ideas, which would mean that hiding would be a logical reason to generate such a cultural obsession.

okay if halflings are the good race define the nature of goodness and how halflings relate to it? I am itching for the answer to the great question.

given that demons literally would spread over a planet to destroy it or corrupt it and demon army is one of my stated adversaries it is not implausible in the scenario set up, plus a village needs water hard to hide a river and wells suck for crops.

they are also known for being braver and lack of fear not good traits for a people who survive by hiding.

halflings have no magic tradition to speak of in any setting, their fighters are literally putable and the less said about clerics the better.
I'm sorry, in any setting? Even if we ignore their pantheon of Gods, which would include Clerics and Specialty Priests, or 1e's Halfling Druids, there's also Dark Sun's Halflings, who have a shamanic tradition, and Eberron's Halflings, who have a magic tradition by dearth of the Mark of Healing- House Jolasco are the premier healers in the setting, not to mention the Mark of Hospitality.
 

And we're just about full circle.

We finally got to the logistics of a quantum army (presumably made up of gnolls), vs. isolated halfling villages.

If we can incorporate some significant discussion about Tolkien's legacy and merit, and more discussion about halflings just being humans, I think we'll have covered all the bases.
 

given that demons literally would spread over a planet to destroy it or corrupt it and demon army is one of my stated adversaries it is not implausible in the scenario set up, plus a village needs water hard to hide a river and wells suck for crops.
This is only a given if there are infinite demons, which there aren't if it's only an army. An army of demons wouldn't do that, because not even they are that stupid. Doing that = major loss very quickly as the other races respond and destroy them.
they are also known for being braver and lack of fear not good traits for a people who survive by hiding.
A lack of fear =/= lack of pragmatism or desire to get into fights. They can be braver and still want to be out of the way of armies.
halflings have no magic tradition to speak of in any setting, their fighters are literally putable and the less said about clerics the better.
1) They don't need a magic tradition to have arcane casters. Elves have a magic tradition, so they racially have LOTS of arcane casters. Halflings don't, so they have a normal amount.

2) Putable means right to be sold at a specific price, so I don't know what that means in the context of halfling fighters. I do know that they have a good number of them and with their racial dex bonus, would be very good at it.

3. They have lots of gods and are close to them, so they have a strong tradition for clergy. Are are you just anti-cleric in general?
 


What? Why wouldn't they defend their homes?

They are not "meant" to live by fleeing. As has been pointed out to you, they literally have a god of defense and warfare (Avoreen). They also have a god of stealth, adventure, and bravery (Brandobaris). Halflings are meant to stand and fight for what's theirs.
halflings are defined by being a stand-in for ordinary people many flee and given how utterly unbuilt for combat with the bigger folk of the world they would be muscled out fairly fast.
You said "they can't use the really big damaging weapons and are not known for strategy, tactic or literally anything beyond being peaceful villagers who go places sometimes, thus they would suck in war." Wasn't that a slight against Halflings?

Then I pointed out that's not really the case, and you're like "well that doesn't defend Halflings"?

View attachment 255582
my point was the only tactical advantage of halflings was negated ten thousand years ago when an elf or something discovered the fireball spell and made line infantry obsolete thus, against better armed and battle-harded or ruthless opponents halflings would be crushed utterly.
At this point, I'm willing to bet more than you, at least when it comes to fantasy worlds. You seem to forget that magic is a thing.
given how fast magic lets you get to the city buster it would get ugly fast what with people able to make a mustard gas spell and all.
Shockingly, not every setting is the Realms, and even more shockingly, there are actually decades or longer between major cataclysmic events in the Realms. And even more shockingly, halflings warriors and spellcasters exist and are equally as powerful as the warriors and spellcasters of every other race.
fair point, my only question is stats on how many warrirs and casters?
And since both their gods and their write-ups agree that halflings are the type to go out and adventure, it's quite likely that there are a significantly large number of halflings with class levels. There may even be more, proportionately speaking, retired halfling adventurers per halfling town than any other race! You really think they're going to let themselves get pushed away?

Who says that they have to be better than anyone? Do you not play or allow humans because they are no better than the average person?
where does it says they are likely to be adventures?
you can be a level 20 wizard all you like but you got to sleep and bounded accuracy is a cruel ruler.

to be the good guy race infers they are morally better than everyone else.
Good for you, because I have no idea what sickened you about what I wrote. The idea that halflings may be guerilla fighters? Because that's a concept that has been in use for thousands of years and likely predates conventional war, so if you thought I was referring to any specific war, you're wrong.
I have no strong feelings about guerilla fighters, ask yourself what tolkien based his hobbits on and you will find an answer.
And that is the fault of the DM who plays them as bland goody two-shows.
what cultural depth do they have to pull on they are made to be small and harmless, it is bland like Saturday morning cartoon super villains are just generic evil with no reasons for it.
 

Halflings are smaller weaker and live in the same environment it is not malice but the rules of nature and biology.
Homo sapiens was smaller and weaker (although possibly slightly taller) and lived in the same environment as Homo Neanderthalensis. Yet homo sapiens won.

Why? Several reasons, the three most notable seem to have been that humans lived in larger groups and worked together better, that humans were better with ranged weapons, and that humans were better able to adapt to a changing climate.

Mysteriously halflings are smaller and weaker than humans and live in the same environment - but live in large groups that work well together, are good with ranged weapons (dex bonus - and sling and thrown weapon bonuses in historical editions) and tend to be depicted as being fairly enduring. The only time I'm aware of in recorded history we've had two humanoid species go to war with each other long term (over the course literally of 100,000 years) it was the one more like halflings that won. So much for your understanding of "the rules of nature and biology".
 


Homo sapiens was smaller and weaker (although possibly slightly taller) and lived in the same environment as Homo Neanderthalensis. Yet homo sapiens won.

Why? Several reasons, the three most notable seem to have been that humans lived in larger groups and worked together better, that humans were better with ranged weapons, and that humans were better able to adapt to a changing climate.

Mysteriously halflings are smaller and weaker than humans and live in the same environment - but live in large groups that work well together, are good with ranged weapons (dex bonus - and sling and thrown weapon bonuses in historical editions) and tend to be depicted as being fairly enduring. The only time I'm aware of in recorded history we've had two humanoid species go to war with each other long term (over the course literally of 100,000 years) it was the one more like halflings that won. So much for your understanding of "the rules of nature and biology".
a) homo sapiens were taller
b) environmental factors played a part, the world got warmer and neanderthals are built for the cold.
c) they did not so much die out as merge into homo sapiens.
it would be more comparable to compare the two as elves and dwarves
homo floresiensis would be more comparable and they are more dead than dodos.

slings are terrible against heavy armour which humans are good at making who livin larger groups and are far better against the million types of large predators who also want the food and resources
 

Remove ads

Remove ads

Top