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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.

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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

CreamCloud0

One day, I hope to actually play DnD.
I wonder how many races, if you removed the name and all the similar identifying details from their racial template/trait list (like elves knowing elvish changed to a generic [species’ language] or the elven in their weapon training) you could show to someone with general background knowledge of fantasy, and they’d be able to correctly identify their corresponding race?
 

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Minigiant

Legend
Supporter
What does that mean, other than being the plot point of a really, really old TV show episode (Dick Van Dyke?) I watched long ago when I was home sick with the flue?
They reroll checks associate with vision and have a culture of being very honest or very sneaky liars as they see everything.

So ... goliaths?
They can actually "throw" boulders. They are closer to a mix of the Psioinic Half-giant and Avatar's Earthbenders.

Aka Tabaxi?
They are actually the size of housecats. Big housecats but not bigger that 3' tall.
It's based on the Capital One commercial where the evil overlord asked for kittens on his credit card and his minion said "WAR KITTENS!"

I HAD TO MAKE THAT INTO A RACE. I HAD TO.
I don't see a rose cactus person being any more unique or special than a halfling, just a different with little or no fantasy or mythical backing.

They don't eat food only needing 4 hours of sunlight and water, reproduce like flowering plants, and grow back limbs and thorns.
And technically the party can eat their flowers.

Imagine a culture of beings who can survive and reproduce just standing in one spot and being rained on. They just have philosophical conversation since their needs are easily meet and have no natural enemies. Natural druids.
 

Mind of tempest

(he/him)advocate for 5e psionics
While I don't particularly agree with the change in direction given with XGtE, I don't have a huge issue with it either. But in the playtests they're going even further ... there is no default. Dwarves used to have common identifying factors including stat bonuses and much of the color is being washed out to just more generic and bland.

I'll still make characters as unique as I can no matter what race I play, races are becoming more and more generic. Different races where every race can optimize for every class is not an inherently better thing as races are just becoming more and more humans with rubber masks. 🤷‍♂️
look part of the problem is dealing with the larger context of fantasy media which has changed since dnd was first made and secondly given that all dwarves tended to be near copies or rebelling against those copies they are going to have to change if only because generic badly riped of gimily stopped being interesting in the 1990's and it has been thirty years since then.
I wonder how many races, if you removed the name and all the similar identifying details from their racial template/trait list (like elves knowing elvish changed to a generic [species’ language] or the elven in their weapon training) you could show to someone with general background knowledge of fantasy, and they’d be able to correctly identify their corresponding race?
very few the short ones might be easier as they less possible options, elves if defined by magic and litheness might get through if only because elves are stupid common.
They reroll checks associate with vision and have a culture of being very honest or very sneaky liars as they see everything.


They can actually "throw" boulders. They are closer to a mix of the Psioinic Half-giant and Avatar's Earthbenders.


They are actually the size of housecats. Big housecats but not bigger that 3' tall.
It's based on the Capital One commercial where the evil overlord asked for kittens on his credit card and his minion said "WAR KITTENS!"

I HAD TO MAKE THAT INTO A RACE. I HAD TO.


They don't eat food only needing 4 hours of sunlight and water, reproduce like flowering plants, and grow back limbs and thorns.
And technically the party can eat their flowers.

Imagine a culture of beings who can survive and reproduce just standing in one spot and being rained on. They just have philosophical conversation since their needs are easily meet and have no natural enemies. Natural druids.
plants need food just not for carbohydrates they still need vitamines and minerals from roots or other options.
 

CreamCloud0

One day, I hope to actually play DnD.
Exactly! And one who is "something different" shouldn't get a penalty to Charisma.
No? They invest their good scores in CHA if they want to be good in CHA, or at least take the appropriate skill proficiencies,

Wanting to be charismatic dwarf doesn’t mean you’d suddenly of lost your original fundamental dwarven gruffness.
 


Lanefan

Victoria Rules
Every player character is proficient in daggers, darts, slings, quarterstaffs, and light crossbows (at a minimum).
Which is a bug, not a feature.

This is something 1e had 95% right*: weapon proficiencies should be chosen by the player, bespoke to each character, from a list based on what its class(es) can get training in. Grouping weapons into just a few big batches is far too generic for my liking.

* - the other 5% being the weapons-chooseable lists by class weren't always perfect, but that's easy enough to fix.
 

Cadence

Legend
Supporter
What does that mean, other than being the plot point of a really, really old TV show episode (Dick Van Dyke?) I watched long ago when I was home sick with the flue?

I got the DVD of that just to see that episode because I remembered it from my own childhood rerun watching. (It showed up in a recent WandaVision episode too.) That being said, I can't give it a thumbs up.

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Which is a bug, not a feature.

This is something 1e had 95% right*: weapon proficiencies should be chosen by the player, bespoke to each character, from a list based on what its class(es) can get training in. Grouping weapons into just a few big batches is far too generic for my liking.

* - the other 5% being the weapons-chooseable lists by class weren't always perfect, but that's easy enough to fix.
I'd say this was something 1e did far far worse than modern D&D. If you can wield a glaive-guisarme you shouldn't struggle to poke people with the pointy end of a halberd. The enforced incompetence for most weapons combined with the way that the loot tables were weighted to longswords and greatswords.

Is there merit in having bespoke weapons that reflect your character? Yes, absolutely. But if you do so you need signature/heirloom weapons rather than having your items found as loot. 1e managed to get the worst of both worlds, locking any sensible fighters into moderately sized swords built to one of two patterns. If you're getting random magic items then you need broad versatility; modern D&D manages to have few of the advantages of either approach but it beats the disadvantages of both.
 

Lanefan

Victoria Rules
I feel like they needed to find something for Cha to do in the game, since it moved slowly away from hirelings, henchmen, and domain play at "named" level. Cha didn't mean much once people stopped using Reaction Charts and such.
Indeed. Charisma is the runt among the stats in 1e.

I've tried to fix this by moving some spiritual-strength stuff into Cha (e.g. bonuses/penalties to turning undead) and eventually intend to move more toward this e.g. revlval-from-death rolls will become Cha-based instead of Con based as they're based on strength of spirit rather than body.
We always played it as a combo of leadership and attractiveness. The lower your score, the more you rubbed people the wrong way, or they didn't like the way you looked. It certainly doesn't track exactly, because you can be "not attractive" and be a great leader, or "the most beautiful thing" and a terrible leader. I prefer to keep it tied to Leadership myself.
We do it as a mix of attractiveness/appearance and persuasion, and up-front note that your score is an average of these factors; meaning that with an average Cha score improvements to one must correspondingly diminish the other.
 

CreamCloud0

One day, I hope to actually play DnD.
Which is a bug, not a feature.

This is something 1e had 95% right*: weapon proficiencies should be chosen by the player, bespoke to each character, from a list based on what its class(es) can get training in. Grouping weapons into just a few big batches is far too generic for my liking.

* - the other 5% being the weapons-chooseable lists by class weren't always perfect, but that's easy enough to fix.
I think racial weapon proficiencies are really good for flavour and there should be more of them, I remember my dwarven ranger with his battleaxe and warhammer that none of the other standard rangers had, but class weapon proficiencies are more often than not given out in huge swathes there’s alot of all or nothing rather than a few flavourful choices.

Racial weapon bonuses would also be nice too, everyone can use knives but perhaps halflings are more suited to them due to their relative size and so therefore hit more often and deal more damage with them as standard as a result.
 

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