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

Lanefan

Victoria Rules
3. According to the information we have, and a fair bit of anecdotal information, halflings have never actually been very popular. Again, they are the "also ran" race. If they are in an adventure at all, it's a very, very minor role. "Save the halfling town" hasn't been a plot in a module that I can think of (although, I'm sure it does exist somewhere). Yet "Save the (Human/Elf/Dwarf) town has featured repeatedly. According to what we've seen on D&D Beyond, they aren't played all that often. Think of it this way. If I told you that my 5 PC group was 3 humans and 2 elves, no one would bat an eye. Heck 3 elves a dwarf and a human would be pretty standard. When's the last time you had 3 halfling PC's at the same time? And if you have, would you say that that's a regular occurrence at your table?
In the few years just before covid hit, three PC Hobbits in the party was common and four wasn't unheard of. (a typical party was 6-9 characters including NPC adventurers)

Their lead Fighter, their Bard, and their Necromancer were all Hobbits; and a second Hobbit Necromancer cycled in and out on occasion. Oh, and their main Thief, an adventuring NPC, was also a Hobbit...and now you've got me wondering if at any point all five ever ran together in the same party... ::checks game log:: ...and sure enough, they did! The very first adventure I happened to check, the starting party consisted of:

Hobbit Necromancer 1
Hobbit Necromancer 2 (yes there were two of them in the same party, run by different players)
Hobbit Fighter
Hobbit Bard
Hobbit Thief (NPC)
Elf Nature Cleric/MU
Elf Nature Cleric
Part-Orc Fighter
Human Ranger (NPC)

Four of the Hobbits came out of the previous adventure together, the second Necro joined at this point from a different adventure/party. This lineup lasted for just the one adventure, after which the other Necro split off (and eventually formed yet another party around himself) and was replaced by an Elf MU; meanwhile the Hobbit Thief got petrified and wasn't de-stoned until some time later. The remaining three (the F, N2, and B) stayed togehter for three or four more adventures, then covid hit and that group went on hold where it yet remains.
 

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Hussar

Legend
/snip

So what are you really looking for? A setting where Halflings rule the world? Because really, few races have that. In most settings the Elves are in decline, the Dwarves are isolationists, and anyone who isn't a Human is a backwards savage or keeping to themselves to not draw attention to themselves.
Ok, so, we've got a couple of paragraphs in, I'm assuming Sword Coast Adventures Guide? Because, from all the actual adventures in the Sword Coast, Halflings don't play a role at all. You don't go to halfling towns. You don't meet halfling NPC's (or not many). None of the major NPC's in most of the adventures are halflings. So on and so forth. Like I said, they're the "also ran" race most of the time.

They don't have to rule the world, but, oh, I dunno, actually matter to the setting would be nice. As in, actually show them mattering in the setting by including them in adventures or sourcebooks?

....

Darnit, and we're just going back around in circles again. No matter what evidence is presented, it's never enough. The goalposts get shifted further and further back every time.
 

Hussar

Legend
@Lanefan - weren't you just saying that halflings played like fourth or fifth place in your parties? That they were largely outnumbered by many other races?

So, which is it?
 

CreamCloud0

One day, I hope to actually play DnD.
Halflings don't really have anything that makes them distinctly halfling. Not being fantastical is what humans are.
I’d just like to comment on this piece here because humans in DnD are fantastical in their own way, while not explicitly magical humans are noted as being highly ambitious and adventurous, putting their hand to all things, humans contain a certain drive that pushes them to great feats, it’s one of those things that goes overlooked because it’s not explicitly listed in their stat blocks and not directly correlated to actually playing one as it’s just as easy to pick a dragonborn or a drow(and are more likely to want to be because they’re ‘exciting’ and humans are ‘boring’ because nobody is a dragonborn in reality and so it’s different) unless you’re rolling on race tables for your character and let’s be honest how many people actually do that beyond one shot characters?

Halflings fill the niche realworld humans would have in a fantasy world who are used to lives of good food and comfort but also have their own spin on them, they’re unobtrusive in the world both in the sense they’re stealthy and that they don’t carve their lives into the environment but adapt to it, they’re noted as one of the most friendly races to a decent degree, and while this is just me speculating on the point my guess is that while halflings might partake in wars or have joined existing ones they probably have a lesser record of actually starting them
 
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James Gasik

We don't talk about Pun-Pun
Supporter
Ok, so, we've got a couple of paragraphs in, I'm assuming Sword Coast Adventures Guide? Because, from all the actual adventures in the Sword Coast, Halflings don't play a role at all. You don't go to halfling towns. You don't meet halfling NPC's (or not many). None of the major NPC's in most of the adventures are halflings. So on and so forth. Like I said, they're the "also ran" race most of the time.

They don't have to rule the world, but, oh, I dunno, actually matter to the setting would be nice. As in, actually show them mattering in the setting by including them in adventures or sourcebooks?

....

Darnit, and we're just going back around in circles again. No matter what evidence is presented, it's never enough. The goalposts get shifted further and further back every time.
Well of course they are included in sourcebooks; where do you think I got that information from? See, the problem we keep having is you say "matter to the setting" and to that I respond, in what way? Do the healers of House Jorasco not matter to Eberron? Do the Halfling merchants not matter to Amn? Do Halfling-led adventuring parties not make a difference in destroying monsters?

You seem to think that if every Halfling in all of D&D were Thanos-snapped out of existence there would be no repercussions, and I'm disinclined to follow that point of view. Actually, if you want a race that matters less to most settings, let's look at Orcs, though you could include any of the goblinoids here, though there are settings where they do matter, such as Eberron and the 3rd party Kingdoms of Kalamar.

So Orcs. They rarely produce anything. Orc farmers and ranchers do exist in some settings, such as the Forgotten Realms, but often, they survive by hunting, gathering, and raiding. Their contributions to the world's culture are pretty slender; basically they gave us some oddball Orcish weapons in the 3e era and that's about it. You say, "ah, but they are a threat to the world's peace", and I say, well, yes, but they are usually defeated. Armies, nations, and adventurers wipe them out by the thousands; their hordes are generally routed, so they are about as much of a threat as a plague of locusts descending on a kingdom every seven years.

Which would be more threatening if not for all those Halfling farmers, I imagine.

But seriously, if all the Orcs everywhere just vanished, what would happen? A spontaneous outbreak of peace? I guess that matters to a setting, but it's not like there's any shortage of savage monsters to plague the world. You still have Gnolls and Ogres and Trolls and Owlbears and, well, the list goes on. Honestly, if any race matters less to a setting, it would be Humans.

I mean, think about it. You could replace Humans in any setting with just about any other race. Sure, they are the ambitious city builders and the movers and shakers, but only because the setting says so. There's no reason Halflings or Dwarves or just about anyone could slot in just as easily. Heck, in the Forgotten Realms, before the rise of Humans, the Elves were doing everything the Humans do in the present, having forced out the previous top dogs, the Dragons. And the only reason Humans haven't followed suit isn't because they have some special ability or destiny- we just make settings human-centric.

The blandness of Humans, who are a race of non-specialists who generically fill any and all possible roles make them a much worse and less interesting race than even Halflings. There's nothing interesting about D&D Humans. I mean, what is their lore? Individual Humans can rise to great heights of power in a short time compared to longer-lived races? That's great, but without some kind of deus ex machina, a Human who conquers the world at 20th level is still going to die in less time than it takes an Elf to become a teenager.

Speaking of Elves, as a race often in decline, what impact do they have on the setting? Sure you see Elven adventurers, but most of the time, they hang out in their secluded kingdoms and chill. Their era of expansion and innovation has ended. Oh sure, they have Elven lore and magic, but how long before all of that is obsolete?

Face it, most races are "also ran" races, and this is why your "evidence" isn't really conclusive to me. I know Halflings tend to be overlooked, but a lot of text has been written about them, if you're willing to look for it. So it's not like they are the "forgotten race".
 

In the future animated serie of LEGO: Dungeons & Dragons halflings are perfect as sitcom characters, jelaous because gnomes are too popular thanks their talent to build with bricks, but also they halflings dare to get into troubles because they are freshers than the prince of Bel-air.

Halflings have got a great potential as a storytelling element in the hands of the right author.
 

Oh, but people have absolutely insisted that the current version of halfling is archaic, should be removed from D&D and is "no longer popular" despite the fact that they are part of the most popular fantasy show released in 2022
Harry Potter Goblins were “part of the most popular fantasy series” for over a decade. There was no clamour to play Harry Potter Goblins.
 

Oofta

Legend
And we've explained it again and again and again. And you just refuse to accept what the issues we have are and insist that you know what it really is that we are upset about.

The thing is that I can find things that goblins do that humans have not done, or are a fantastical take on what humans have done.

I can find things that gnomes do that humans have not done, or are a fantastical take on what humans have done.

I can find things that dwarves do that humans have not done, or are a fantastical take on what humans have done.

I can find things that Elves do that humans have not done, or are a fantastical take on what humans have done.

I can find things that Orcs do that humans have not done, or are a fantastical take on what humans have done.

Such as? In official source material, not setting specific or someone's homebrew. Because halflings have setting setting specific abilities and niches. Generic assertions don't mean a lot.

But when we look to halflings, there is nothing fantastical. And then we are told that that's the point, they aren't fantastical. Which leaves us scratching our heads because why would we want a fantasy race that isn't fantastical? It is like saying you can make up any possible plant you want to see, and picking short, suburbia grass.


So, humans can meditate and relive memories of their past lives? Not like, one or two people, but every human as just a natural part of their existence can do this as easily as we fall asleep and dream? Elves do.

Millions, if not billions of people around the world believe in reincarnation. There are many people throughout history that have claimed to be someone else in a previous life, even speaking a foreign language and claiming to have knowledge they should not have. You may not believe them but that's not particularly relevant, especially when we represent human experience in a magical realm.

The "remembering past lives" and changing gender overnight only appears in Mordenkainen's Tome of Foes and I don't remember it ever appearing anywhere else. Trance is just cosmetic fluff that doesn't really mean much. It's right up there with pointy ears. Changing gender came out of left field as far as I'm concerned since it's never been part of the lore previously. Still not particularly defining.

And, I like how we immediately cast aside magic like it doesn't matter for a fantasy race. Sure, it is magic, but it is still part of the gnomish identity to be able to speak with beasts and cast illusions. Some versions of rock gnomes or other inventor style gnomes are depicted with extreme cognitive abilities. For example, I have talked before about Cornie Fizzlesprocket from a fantasy series. One of the things that gets her in trouble is her ability, as a gnome, to literally count every second in the day. She has an internal clock so precise that she realizes the mind-affecting things she is being subjected to, because she has lost a full minute of time. I know it isn't a classiv DnD-ism, but that level of attention to detail, where you can just think "It has been 25,261 seconds since I woke up" is something that if any human is capable of it is rare.

In a world where any race can learn to cast powerful magic, it's really inconsequential. In addition, extreme cognitive abilities are not a default assumption of the books. It's like saying every human has Batman's capabilities. It just ain't so.

What about being able to touch a stone wall and sense any and all weaknesses in it? Heck, now Dwarves can SEE through stone with tremorsense. Not many humans how can just touch stone and then list off its properties. Dwarves have been shown to do that with stone and metal.

Umm ... not yet. They might be able to in the next edition depending on feedback but we haven't seen what, if anything, they're doing with halflings.

And no, I wouldn't go with traditional monster goblins and orcs. There have been quite better versions of them made. I'm currently enamored with the idea of orcs from MCDM who is making DnD 5e supplemental material. Their orcs have something called "Bloodfire" representing the typical passionate version of orcs, but tying it to a biological factor that their blood can literally burn in their veins as they fight. Goblins I am still enamored with the version from The Wandering Inn fantasy story, where it seems that they go through a multi-stage life cycle, growing from Goblins to hobgoblins to massive ogre like beings.

No human I know of triples in size and gains the strength to uproot trees and crush stones when they hit their 40's.
So in your homebrew you've made them more interesting. Kind of like how if halflings were so interesting on their own they wouldn't need special treatment.

But halflings already are different when it comes to strength. Pound for pound, a halfling is far stronger than any human. A halfling can have a 20 strength while being 3 foot tall and weighing around 40 pounds. A truly strong human can carry roughly 50% their body weight, a halfling with the same strength can carry 750% of their body weigh. Halflings have strength similar to ants. Even an average weight halfling can carry 150 pounds, nearly 4 times their body weight.

....
Reincarnations and the ability to change gender overnight isn't combat-effective either. Yet somehow I seem to be satisfied with that for defining elves. It is almost as if, and I know I have only said this dozens upon dozens of times, it isn't about combat and war.

But they still have to be "important" somehow, right? They have to be leaders, people in power, build cities or they don't rise to your level of expectations?
 

bedir than

Full Moon Storyteller
Harry Potter Goblins were “part of the most popular fantasy series” for over a decade. There was no clamour to play Harry Potter Goblins.
Well, see, this is where the word problematic would be used correctly - no one wanted to play Potter Goblins in D&D because Potter Goblins are racist caricatures of thieving Jewish bankers.

Also, Potter world isn't D&D, whereas Tolkien is explicitly one of the foundations of D&D
 

Darnit, and we're just going back around in circles again. No matter what evidence is presented, it's never enough. The goalposts get shifted further and further back every time.
Yes, it seems there are those who like halflings..and those who are:

"..so totally ok with halflings that they only require proof of:
  • fantasticality,
  • thematic appropriateness,
  • setting practicality,
  • lore quality,
  • distinctiveness from real life and D&D humanity
  • player popularity, and
  • publisher usage
..that is asymmetric with those same characteristics for any other D&D race
..to justify halflings' presence in the players' handbook"

With these, easily identified and fairly applied parameters why on earth might these two sides have difficulty agreeing on a shared playing field.

(tbh, the quoted section reads as at least a partial self-own..perhaps intentionally?)
 
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