Shin Okada said:
It seems that many DMs are more generous (or loose on rules) than DMs of my group. I don't know whether that is good or not. In my understanding, lighting and vision is a very important rule in every editions of D&D. And core races are balanced that fact in mind.
Low-light vision isn't that good unless you're doing a lot of night reconosance, which most groups don't do, or if they do, they make use of magic. Even a group composed of half-orcs, dwarves, and one human have to carry around a light source in a dungeon unless the human is using magic.
Halflings get:
+2 Dex (very helpful to rogues)
-2 Str (bad for rogues, unless you count on SA damage a lot)
+1 size bonus to AC
+1 size bonus to Attack
+4 size bonus to Hide
-4 size penalty to trips and grapples (2nd worst aspect)
wield smaller weapons (see -2 Str)
20 ft speed (the worst thing about them - kills any Spring Attack maneuver)
+2 racial bonus to Climb
+2 racial bonus to Jump
+2 racial bonus to Move Silently
+1 racial bonus to all saving throws
+2 morale bonus on saves versus fear
+1 racial bonus on attack rolls with thrown weapons and slings (stacks with size bonus, nice)
+2 racial bonus to Listen checks
Favored Class: Rogue
All in all, they make really good rogues. Their main drawback is speed, not their sight. I would reccomend a halfling rogue to concentrate more on ranged fighting (thrown preferably) at lower levels, then move into melee at higher levels when some kind of speed enhancement is attainable. Maybe boots that can cast
Expedious Retreat X/day or something like that.
Typically with point buy they'll start with 12 Str and 16 Dex, maybe 17 Dex, which I don't think is too bad. Sneak attacking ranged is a problematic process, depending on one's views. (

) But, soon enough they can move into melee, using their enhanced dex to tumble about and finnesse their weapons. They're stealthier than other rogues, and +1 to all saving throws is an outstanding ability.
They make very good sorcerers too.