D&D General Short folk appreciation thread – what do you play?


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I'm regularly confused by this type of statement.
Humans and hobbits, harfoots, kender, tallefellows, kithkin, Athas cannibals are different -- even if they are small.

It's ok to not like halflings, but the consistent diminishment of the wee folk is exactly why the wee folk exist.

how are they different, what makes them distinctive that isnt cultural flavour? Halflings are so named because they are small humans, the culture of the Shire is based on the English Midlands (who are human despite rumours to the contrary)
 

i don't know how controversial this is going to be but i don't especially care all that much about the idea that halflings are lucky, it's like, the lore equivalent of porridge to me: it fills them up and gives them something, but it's a bit bland, there's not much to do with it, not to mention dice manipulation mechanics have always been a divisive topic.

so, if you were to give them something else that helps define and set apart their identity beyond 'smaller than humans, less magical than gnomes' what would it be? though i get that part of their appeal is being 'the ordinary guys' in big fantasy world where even humans are typically seen as heroic so you don't exactly want to make them too crazy.

i think i'd personally probably give them something social-y, in addition to stealing firbolg's hidden step and immunity to difficult terrain or the like.
I liked the 4E take on them. IIRC, they were still lucky, but in the implied Points of Light setting, they were commonly found at and on rivers, traveling with boats, transporting people and goods.

They will meet many different people from possibly all walks of life that wish to use their services, and they are always moving, seeing a much larger variety than most, but can still be fairly familiar to some of these places because they visit regularly (assuming they stick to some regular routes). A lot of cities, towns and villages can be found along rivers, so they can appear in many places and they'll also likely be a fairly welcome sight, since they bring news and goods from the world.

I think that's an interesting niche for a species, and it's more adventure friendly than a "pirate" species (or otherwise aquatic/naval oriented species) or something like that would be, they aren't out at sea and visiting strange islands, they can be found all over the world. And that they don't go out at the high seas might also say something about them.
 

I liked the 4E take on them. IIRC, they were still lucky, but in the implied Points of Light setting, they were commonly found at and on rivers, traveling with boats, transporting people and goods.

They will meet many different people from possibly all walks of life that wish to use their services, and they are always moving, seeing a much larger variety than most, but can still be fairly familiar to some of these places because they visit regularly (assuming they stick to some regular routes). A lot of cities, towns and villages can be found along rivers, so they can appear in many places and they'll also likely be a fairly welcome sight, since they bring news and goods from the world.

I think that's an interesting niche for a species, and it's more adventure friendly than a "pirate" species (or otherwise aquatic/naval oriented species) or something like that would be, they aren't out at sea and visiting strange islands, they can be found all over the world. And that they don't go out at the high seas might also say something about them.
It's a good niche.

As it was presented -- all your halflings are now watercraft peoples in dreadlocks -- it was a bit sudden, but it's really just an evolution of D&D halflings being the group that everyone gets along with and often have in and around their own enclaves. You probably wouldn't find dwarves and elves living together in AD&D, but you'd find halflings in both of their communities.

Halflings as the traders to everyone and, probably, as diplomats and other go-betweens (for legal transactions and otherwise) is something we don't see any other society doing on a broad scale, outside of specific campaign settings.
 
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how are they different, what makes them distinctive that isnt cultural flavour? Halflings are so named because they are small humans, the culture of the Shire is based on the English Midlands (who are human despite rumours to the contrary)
Humans dismiss halflings and call them halflings as if they're half people.

Their very name within the game is a demonstration of how they are different from humans. It's clearly not what they call themselves.

Also, your choice to focus on only a single type of halfling, when there are dozens of different identities available is another demonstration of the placement of wee folk as unworthy -- one of the dominant identities others place upon them.

In the now dead thread calling for D&D to eliminate the race/species I wrote thousands of words in support of wee folk. I'm too lazy to look that up now. If you don't want them, that's fine.

For me, especially with my history stated earlier in this thread, having halflings is vital to my well being. They are also important for the tales in my homebrew world as it was halflings that discovered the bond of companionship as a way to overcome their weaknesses within the world.

Halflings in my world also embrace much more than a shire culture. There are caravan, desert, coop home, rafts & waterways, bridgers, tree house, spire lands and more.
 




how are they different, what makes them distinctive that isnt cultural flavour? Halflings are so named because they are small humans, the culture of the Shire is based on the English Midlands (who are human despite rumours to the contrary)
given tolkain and black sabbath are from the midlands them being seen as less than human feels odd, then again the nation it racked with such old faultlines based on more or less nothing.
 

Quick curiosity question for the group.

When you play Small-sized characters in (5e or previous versions), which ones do you actually like playing?

Not asking about balance or optimization—just preference, vibe, and table experience.

Here’s the rough “short folk” list I had in mind:
  • Gnomes
  • Halflings
  • Goblins
  • Kobolds
  • Autognomes
Do you gravitate toward one of these more than the others?
Is there one you always enjoy, or one you keep meaning to play but never get around to?

If I missed any that classify as a short species, let me know.

Also curious:
  • Do you play them straight, or lean into comedy?
  • Any memorable characters or campaigns where a short folk really shined?
Feel free to add others if you think they belong—this is mostly about what people actually choose at the table.


I have really leaned into gnomes. One of my pals in my regular group and I have created a collection of lore regarding gnomish culture. Everything has a bit of a silly flavor but can be used in creative and serious ways as the tone of the game demands. We have published a few free 'gnomelore' items on DMs Guild and would love for anyone who is interested to take a look. Hopefully there is something there that will give you a chuckle or make your game a little more interesting.

I was hoping that D&D 2024 would give a better update to some of the older species that would make them as appealing as some of the new species that have incredible species traits like breath weapons, limited flight etc... I personally think the Speak with Animals trait for forest gnomes should be unlimited... oh well.... I'm curious what others might think about this. I haven't looked closely at the updates to halflings, does any feel the same way regarding halflings that I do about gnomes in D&D 2024?

I'll close with the link to the DMs Guild stuff. Enjoy!

 

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