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

Faolyn

(she/her)
Humans are better because halflings mechanically are a downgrade.

If you use custom halfling stuff, you then also open up Vuman feats which then are greater upgrades.

That's the issue. Lorewise and mechanically, halflings as Non-PCs are just Human peasant Non-PCs but weaker and smaller.
Except for not having to spend a feat on being Lucky and Brave and Sneaky or being Poison-Resistant.
 

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Maxperson

Morkus from Orkus
you rarely find things that are particularly edible in a goblin fort that is not in the surrounding area and is also not made of goblins but eating people is evil so that makes it irrelevant.
You rarely find an ancient goblin tomb, either. But that's not really the point. The point is that these recipes are out there and many of them would be taken down in books buried with people of various races. Hell, even goblins like veggies with their meat and would have some stuff that tasted good.
there is a legal difference between something risky and being too dumb to live.
Show me that law. I'm curious to see how the local government wrote it down and what the penalty for being too dumb to live is.
bored is not a racial trait, it is a state of mind normally solvable in a way that is not high-risk high reward.
It's a racial trait for halflings who seem to have built in ADHD.
when have any of those been halfling racial traits?
Okay, #5 isn't a racial trait, but their racial closeness with their gods makes it more likely than most traces that a halfling adventurer would have that reason for going out.

#4 and #6 are absolutely racial.

The racial write up has an entire section entitled "Friendly to a Fault" and halfling curiosity is legendary.
evil play characters get vetoed a lot so unreliable.
This depends on the table. I've been at tables were there was no evil and at tables where evil was just fine. Probably 35/65 in favor if evil being allowed. Individual table rules, though, have no bearing on whether or not it's a valid racial reason for adventuring.
wanderlust without large groups and a lot of metal coating you does not work well in a land where everything is out to kill you, magic would help but a magic halfling is just a gnome.
Everything isn't out to kill you. PC adventurers encounter an very abnormally high number of monsters. If the PC adventurer monster encounter rate was typical of the rest of the world at large, everyone and everything would be dead. There would be no civilization, because monsters would have eaten it long ago.
 

Maxperson

Morkus from Orkus
Do we ever encounter a single Took in the story? Seriously, I think the Tooks had a reputation, sure, but the only Took I can think of was Merry or Pippin, so... they were forced on an adventure, just like the Baggins and the Gamgees.
It was Pippin, otherwise known as Peregrine Took. He also was not forced onto the adventure. He immediately insisted on joining Frodo and Sam when he found out that they were leaving the Shire. Merry was his cousin, so there was probably tookish blood in him as well.
 


Mind of tempest

(he/him)advocate for 5e psionics
You rarely find an ancient goblin tomb, either. But that's not really the point. The point is that these recipes are out there and many of them would be taken down in books buried with people of various races. Hell, even goblins like veggies with their meat and would have some stuff that tasted good.
my point is they would simply go to cities as a tourist or trader as that is simply more practical.
Show me that law. I'm curious to see how the local government wrote it down and what the penalty for being too dumb to live is.
it would be under psychology rather than true law but the point still stands.
It's a racial trait for halflings who seem to have built in ADHD.

Okay, #5 isn't a racial trait, but their racial closeness with their gods makes it more likely than most traces that a halfling adventurer would have that reason for going out.
no that is gnomes.

orcs also have this perhaps they are secretly a lost kind of orc?
Everything isn't out to kill you. PC adventurers encounter an very abnormally high number of monsters. If the PC adventurer monster encounter rate was typical of the rest of the world at large, everyone and everything would be dead. There would be no civilization, because monsters would have eaten it long ago.
that depends on the world-building and you know it.
 

Maxperson

Morkus from Orkus
1 name a halfling faction? not a village, an organisation with goals.
2 fair point.

okay other than being portrayed by a man with dwarfism how is that a halfling he seems well like any other man just suffering from a genetic disorder.
The Alliance of Belt Watchers was a military organization in Damara in the Bloodstone Lands in 1359 DR. It was a group of three races who formed an interesting pact. The Alliance gathered all the dwarves and the halflings of the Barony of Bloodstone, later joined also by the centaurs.

Arvoreen's Marchers was a knightly order of Arvoreen dedicated to the protection of Tethyr and the elimination of the lands' monsters. They were highly respected amongst both the Hin and Tethyrians alike. The Marchers consisted of primarily halfling paladins, though there were some gnomes within their ranks.

The Kneebreakers were a vigilante organization in Damara in 1359 DR. The Kneebreakers were a group of young halflings riding war-pigs in search of a thrill in their peaceful existence. They were a group of able warriors who had no problem with retreating if the situation went wrong.

The Twelve Short Adventurers was a popular circus troupe that traveled across the Sea of Swords and throughout the Nelanther Isles, hosting lavish and imaginative performances to thunderous applause, sometime before 1372 DR.

The warders were a loose military order based in or around the halfling cities of Luiren. A particularly large troop of warders found in Beluir was composed of 400 halflings who were all elite specialists with the sling.
 

Maxperson

Morkus from Orkus
name a unique halfling-based motivation that is not based on humour for adventure?
There are no unique motivations. For any race. There are motivations that halflings adventurers will have in much higher rates than other races, though. Those are the racial traits I mentioned. It's the same with every other race. Their traits will have their adventurers with certain motivations that occur in higher frequencies than other races, and those will correspond with their racial traits.
 

Maxperson

Morkus from Orkus
my point is they would simply go to cities as a tourist or trader as that is simply more practical.
Most would, yes. Some would become adventurers and go further and farther in search of those recipes.
it would be under psychology rather than true law but the point still stands.
Not really. Halflings are not human, despite appearances and arguments in this thread. Their psychology is not our psychology.
no that is gnomes.
Gnomes are tinkerers. Halflings flit around from one idea to the next as their curiosity and innocence pulls them in different directions. Eventually some will get bored.
orcs also have this perhaps they are secretly a lost kind of orc?
Sure.
that depends on the world-building and you know it.
No. It's the default. The DM would have to world build a setting that currently does not exist in D&D that made monsters so numerous that every man, woman and child was encounters 5-7 of them on an adventuring daily basis, and then wipe out the world due to it.

As the default of D&D currently stands, monsters are not that prevalent and it's only the PCs and special NPCs that the DM sets up, that hit so many of them.
 

Faolyn

(she/her)
my point is they would simply go to cities as a tourist or trader as that is simply more practical.
Well, maybe that's why they adventure. They want to visit far-off lands, meet exotic people, and kill them and take their stuff.

it would be under psychology rather than true law but the point still stands.
It's not a psychological law, either. There's no psychological or biological law of being "smart enough to live."

that depends on the world-building and you know it.
If you have a world where everything is literally out to kill you, you'd still have halfling adventurers, because not all of them are willing to hang around at home and wait to be eaten.
 

look the grounded and relatable one in dnd is the human, this is not lord of the rings where humans are all larger than life.
Your 5th edition PCs aren't larger than life? The majority of them aren't capable of magic from level one or at least level 2? The raging barbarians can't shrug off blows that would fell a normal man? The fighter and rogue are both faster than life (action surge, cunning action) from level 2 while the druid can turn into animals.

D&D PCs are, pretty much without exception, larger than life from at least level 2 onwards. Notoriously Dragon Magazine printed something in 1977 claiming that Gandalf was only a fifth level magic user - and D&D full casters are a lot more magical and a lot larger than life oD&D casters. D&D characters are not only larger than life, they are larger than the lives of the Lord of the Rings main characters.
 

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