Halflings -- what version (if any)?

Halflings -- what option (if any)

  • Eliminate them! They are tedious. Yes, most tedious.

    Votes: 76 14.9%
  • Only Hobbits -- pure and true! Furry feet rock!

    Votes: 93 18.2%
  • The pint-size folk fill a niche. Fill in the details, but let them live.

    Votes: 159 31.1%
  • Amazingly, I actually like the annoying Kender-esque 3E "halflings"

    Votes: 183 35.8%

Alright I voted, they fill a niche. I actually like the halfling as is. But I hate players who do the whole kender-sque thing. These are three halfling types I've had and I liked how the players played them: I'm a cannible-barbarian, I'm a paladin just a little short, and yeah I'm a rogue, but why does that mean I have to steal and be annoying all the time.
 

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I voted "Only Hobbits." Sure they're derivative, but I'm running a game, not writing the great american novel. :)

Halflings in my world are quite hobbit-like physically, but culturally less stay-at-home. The typical halfling is a farmer, rancher or craftsman, but they have "crazy adventurer" types, too.
 

halfling as gypsies makes sense

Back before 3.0, I was working on my D&D campaign and trying to find a niche for each of the PC races that were in keeping with the racial sterotypes already present in 1st and 2ed, but with a twist to make my home campaign setting somehow distinctive.

When thinking about the qualities that seemed to typify D&D halflings, I settled on the apparently contradictory traits of "homebodies who like consistency and a simple rural lifestyle" a holdover from their tolkien origins and the "adventurous and clever, with some mild larcenous tendencies" halflings of the D&D mythos. The solution to melding these two opposites concepts came to me in an epiphany: gypsies! How else could a people enjoy the comforts of home and a simple rural lifestyle and yet be adventurous and slightly larcenous?

In my campaign, halflings are are race of nomadic wandering tinker/entertainers who travel in caravans called "companias" of brightly painted wagons. Each compania consists of one or two large extended families. Each compania practices a particular trade that they can perform barter for supplies in villages as they travel endlessly about the land. Some families are renowned instrument makers, glassblowers, cobblers, carpenters, blacksmiths, ect. A few companias are even renowned performing troupes.

Imagine my surprise when 3.0 presented halflings as gypsies! When I considered however, it seemed likely that the game designers had followed the same train of thought as I and had reached the same conclusions. What better adventurous niche than gypsies for the halflings to occupy in D&D? :lol:
 

Mercule said:
I also hate the name "halfling". That's completely non-sensical, except as a racial slur.

Dig it. I've been playing a lot of the little guys lately, and I have adopted this into most of their attitudes. Starting with FR and the Hin, and more satisfyingly now with Ebberron and the Talenta. I think that Ebberron does an excellent job of giving each of the races definitive flavor. As an aside, I believe that to be the job of setting material, not core rules. I actually prefer general descriptions in the core books.

As to the "Kender-esque" thing: I hate Kender. Mostly because they are presented in a way that makes them a problem in game-play (ie, no self control over curiousity, different ideas about property ownership). The halflings in the core rules aren't presented that way, and I think that makes all the difference. I don't consider the 3.x halflings to be Kender-esque. I did vote that line though, because it's the only choice that let me say I liked the current halfling.

:)
J
 
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I dunno.

I got nothing against the little guys. I've run campaigns that had no halflings (also campaigns with no gnomes, no half-orcs, and no demi-humans whatsoever), but that was due to the type of campaign I was running, not because I inherently disliked the little guys. I think they fill a niche in D&Ddom, so I see no real reason to eliminate them.
 




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