D&D (2024) No Dwarf, Halfling, and Orc suborgins, lineages, and legacies

I'm not sure that's true though. I've certainly seen more than a few kobold PC's over the years. And, some time ago, a Holyphant as well. Small doesn't seem to be the issue to me.

Although, if that's what it is, that would explain why nothing seems to make any difference.
A significant minority of players like small races - a majority just... don't, so they'll never be very popular. But like a good indie band they still sell out small venues.

I do think kolbolds and goblins are taking up a lot of the market there, but I don't think that's going to be a permanent trend.

(I do feel that halfling still lack a distinct identity - they're just small, while gnomes are small and tinkerers, goblins are small and ugly-cute, kolbolds are small and underdogs, etc.)
 

log in or register to remove this ad

A significant minority of players like small races - a majority just... don't, so they'll never be very popular. But like a good indie band they still sell out small venues.

I do think kolbolds and goblins are taking up a lot of the market there, but I don't think that's going to be a permanent trend.

(I do feel that halfling still lack a distinct identity - they're just small, while gnomes are small and tinkerers, goblins are small and ugly-cute, kolbolds are small and underdogs, etc.)

They have tried several different approaches to de-tolkienizing halflings: kender-lite, river-folk, etc. None of them stick because, outside the PHB blurb and the occasional NPC in a human town, they get ignored at the world and adventure-building level. The ONLY interesting take on them was dino-riding nomads, and surprise, Eberron is the only setting I've seen halflings played on the regular.

I'd like to see halflings get a little more of the wee-folk/fey element built into them, but I can understand the resistance to "yet another fey race".
 


They have tried several different approaches to de-tolkienizing halflings: kender-lite, river-folk, etc. None of them stick because, outside the PHB blurb and the occasional NPC in a human town, they get ignored at the world and adventure-building level. The ONLY interesting take on them was dino-riding nomads, and surprise, Eberron is the only setting I've seen halflings played on the regular.

I'd like to see halflings get a little more of the wee-folk/fey element built into them, but I can understand the resistance to "yet another fey race".
wait so what does past pure looks and stats determine what race players select and dms want to world build with?
 



They have tried several different approaches to de-tolkienizing halflings: kender-lite, river-folk, etc. None of them stick because, outside the PHB blurb and the occasional NPC in a human town, they get ignored at the world and adventure-building level. The ONLY interesting take on them was dino-riding nomads, and surprise, Eberron is the only setting I've seen halflings played on the regular.

I'd like to see halflings get a little more of the wee-folk/fey element built into them, but I can understand the resistance to "yet another fey race".
Yeah, WotC has seemed enamored of the fey for years now.

As far as halflings go, keep the hobbit core and play up alternatives to it, like the dinosaur riders of Eberron and the cannibal druids of Athas. Level Up used their culture system to spotlight different kinds of traditional races. No reason WotC couldn't do something similar, if they weren't so dedicated to their current (rather bland IMO) course.
 

Let's remember in the past the bard was a forgotten class, and now it is a meme machine.

D&D without halflings would be like Dragon Ball without Krillin, Goku's best friend.

If there is a rule pack about monster allies or crafting your constructs, then halflings and gnomes can be good options as monster riders or magitek mecha-pilots.

I like the gnomes and halflings because I feel they are like the lone child with a very good grades but impopular and misunderstood by the rest of the classroom. Nobody realises her great potential. Halflings are like those characters of your favorite children cartoon show about a village of cute small creatures, a very loved memory you don't want to lose.

Maybe it is only necessary to create a charismatic character, like Tiny Tina in Borderlands.
 

wait so what does past pure looks and stats determine what race players select and dms want to world build with?

I'm not sure exactly what you're asking, but I'll try to answer what I look for in a species.

1.) Aesthetics. Does the race look cool? This is why you see favorites like elves (beautiful), tieflings, dragonborn and animal-folk all very popular. Halflings are traditionally small and either childlike or barefoot pudgy types, and really don't fire up that "cool" aesthetic when you have dark elves and demon-kin on your team.
2.) Do they have a niche in the world? So many races fall short in this category its criminal. Dwarves and elves always find a home in the mountains and forests and have ancient empires to create dungeons and such from, but everyone else exists in the shadows. Halfling lands, if they have a place at all, are some pastoral paradises where nothing happens. Gnomes split between dwarves and elves like the two have joint custody. Orcs get caves if they are allowed anything. Tieflings, dragonborn, and goliaths kinda exist (outside of Nerath, the only place to give them their own fallen empires).
3.) Do they have an interesting mechanical element: Do they fly? Breathe water? Have spells? Teleport? Resistant to an element? Have claws, fangs, shells, or tails? Unfortunately, the old "demihuman" races all end up on the short end of this stick because they are basically human with an exaggerated characteristic (and three of them got "short" as a defining trait). As such, players will gravitate to races that have a unique gimmick.

Dwarves get by on having a solid place in the world. Elves get aesthetics and niche (and with the proper subrace, mechanics). Dragonborn have aesthetics and somewhat mechanics, tieflings have both in spades. Gnomes kinda have mechanics (depending on the edition) and halflings reall drew the short straw (pun intended) as "lucky" isn't really a lot to hang your hat on.
 

Yeah, WotC has seemed enamored of the fey for years now.

As far as halflings go, keep the hobbit core and play up alternatives to it, like the dinosaur riders of Eberron and the cannibal druids of Athas. Level Up used their culture system to spotlight different kinds of traditional races. No reason WotC couldn't do something similar, if they weren't so dedicated to their current (rather bland IMO) course.
Hobbit core though has been boring for decades.

What have hobbit-halfings contributed to Greyhawk? Forgotten Realms? Mystara? They exist in small rural pockets where they can be safely ignored. The only settings where halflings get any play are when they are not hobbits: Dragonlance (where kender fill their role), Eberron, and Dark Sun.

The problem is the hobbits. They are warm oatmeal: bland and boring. WotC needs to really work on a vision of halflings where they are part of the setting and not just warmed-over Tolkien leftovers. The problem is that would mean halflings would need nations, conflicts, important heroes and villains, a point where they make history. They would need to build things and do stuff. They would need to be as important as elves and dwarves are to the scope of the world.

And then you'd have to do that again for gnomes, dragonborn, tieflings, goliaths, etc.
 

Remove ads

Top