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.

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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

To be fair, the Munchkins from Oz are pretty similar to halflings. And there are lots of myths about various "little peoples," many of which are more human-like than fey-like.
They're at least as distinct from each other as halflings are from gnomes. Munchkins, halflings, gnomes, oompa-loompas, dwarves, kender, these are all distinct - and of all of them them I think the halflings would be the most problematic to integrate into a setting. Tolkien barely integrated them into his own setting; They just sort of inexplicably show up at the very end of the Silmarillion.

And they're saddled with all those horrible old illustrations from the 20th century that look like they were designed to cater to somebody's very specific fetishes.
 
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Let's remember in the past editions the bards weren't one of most popular classes, but now in the 5th Ed they are walking meme-machines,

The handicap of the halflings is these are too typecasted into rogues for a long time and all the PC lineages need enough flexibility to play different types of characters. When you abuse a trope this becomes boring.

Halflings may be very funny characters, but in the games there is a very thin line between funny and annoying. And also they have got potential for survival horror games where stealth is more important than strengh.
 

Halflings/Hobbits are the main characters of two of the most influential classical DnD-esc fantasy movies/trilogies, if you tried to remove them there would be outcries at wizards for doing so because good or not halflings are a solid part of alot of people’s perception of a fantasy world.

The issue however is that halflings, the PHB halflings at any rate, are not exciting, too much of the things they get are passive or overly niche(you can move through the square of a larger creature or hide behind them, wow incredible) and not helping the issue is them being small size which brings a fair few disadvantages and barely any advantages.

The Lotusden Halfling is really what i think base halfling should be aiming for more, Timberwalk: ignores nonmagical difficult terrain and has disadvantage on being tracked through nature, Children of the Woods: druidcraft cantrip and 1/LR entangle and spike growth at 3rd and 5th, Mark of Hospitality halflings get 1/LR unseen servant and purify food and drink, plus extra spells on your list if you’re a spellcaster.

Personally I thought about them having a pseudo song of rest or bardic inspiration skill that occurs on short/long rests to play up their friendly homely nature even when you’re on the road, good food and good friends invigorates the soul.

People have mentioned halfling’s abilities shoehorning them into rogue and maybe they that’s somewhat true, but there’s a difference between abilities that are only useful being a rogue and abilities that allows you a touch of rogue no matter what class you choose to play and halflings shouldnt be cornered into being rogues all the time.
 
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What's the better way? Level Up? Because IMO it certainly isn't the 6e way.

Despite your attempts to shoe-horn it into every single possible conversation, no, I wasn't talking about Level Up.

Yes, I was talking about the new rules from One DnD, which I actually think work really well overall, especially after having seen them in use.
 

Halflings/Hobbits are the main characters of two of the most influential classical DnD-esc fantasy movies/trilogies, if you tried to remove them there would be outcries at wizards for doing so because good or not halflings are a solid part of alot of people’s perception of a fantasy world.

I think this is a bit misleading, and also kind of the problem. See, by saying that they are the main character of "the two most influential classical DnD-esc Fantasy Movies/Trilogies" you are first obfuscating that those trilogies are set in the same world, by the same author.

Sure, you can try and argue that Hobbits are massively influential in eight of the greatest medieval style fantasy movies set in an alternate world... but considering those are ALL Lord of the Rings movies I'm referencing, that's heavily misleading.

And actually here is something worth considering. Did some googling and some research. Halflings have never once shown up in a DnD movie or cartoon. I know we haven't had a lot of those yet, but none of the three movies produced so far have them, the dragonlance animated movie wouldn't have them (most people consider Kender and halfling fairly different) and the cartoon didn't have them. In fact, the only reference to halflings I can find for the cartoon is a guy called Hector the Halfling, who claimed to be a halfling, but was secretly something else. So, you claim that DnD fans would be upset because a world without halflings wouldn't fit their conception of fantasy... but a world without halflings HAS fit their conception of Dungeons and Dragons.



I also think this deeply misses the current zeitgeist for Fantasy. Pure medieval style worlds of fantasy are in the vast minority of modern fantasy films. If you look at a list of "Top 50" or "Top 80" fantasy movies of all time, and take out LoTR, you get like... three other medieval fantasy movies? The thing is, halflings are just not very common AT ALL in fantasy once you move beyond Lord of the Rings. We, in this community, think they are a bigger deal because everyone CONSTANTLY lauds Tolkien as the high water mark of all Fantasy, the most definitive and important fantasy writer of all time. But Modern Fantasy novels look nothing like Tolkien's work.

The issue however is that halflings, the PHB halflings at any rate, are not exciting, too much of the things they get are passive or overly niche(you can move through the square of a larger creature or hide behind them, wow incredible) and not helping the issue is them being small size which brings a fair few disadvantages and barely any advantages.

Now this, I will agree with. And this is a problem.
 

...
Note, your mistake here is that you think this is because of a dislike of halflings. That’s always been the mistaken presumption. I have no particular feelings either way about halflings because I haven’t seen one played in about fifteen years.

Whereas I have 2 in my current campaign. 🤷‍♂️
 

If you look at a list of "Top 50" or "Top 80" fantasy movies of all time, and take out LoTR, you get like... three other medieval fantasy movies?
Ok, so ignoring SIX movies you still 21 medieval fantasy and the list didn't include Willow or several Arthurian movies. Plus I hadn't seen them all, so a couple I just ignored to give the benefit to your statement.

And when you look at fantasy TV shows you see most are still set in worlds where D&D fits - Wheel, Rings, Shadow and Bone, Carnival Row, Witcher, Willow, His Dark Materials.

Two of those series feature halflings
 

Ok, so ignoring SIX movies you still 21 medieval fantasy and the list didn't include Willow or several Arthurian movies. Plus I hadn't seen them all, so a couple I just ignored to give the benefit to your statement.

And when you look at fantasy TV shows you see most are still set in worlds where D&D fits - Wheel, Rings, Shadow and Bone, Carnival Row, Witcher, Willow, His Dark Materials.

Two of those series feature halflings
Now I kind of want a count of how many have the other races: Dwarves, Elves, Half-Orcs, Dragonborn, Tabaxi, Kobolds, etc...

(I'm assuming some wiki somewhere has the data anyway.)
 

I think this is a bit misleading, and also kind of the problem. See, by saying that they are the main character of "the two most influential classical DnD-esc Fantasy Movies/Trilogies" you are first obfuscating that those trilogies are set in the same world, by the same author.

Sure, you can try and argue that Hobbits are massively influential in eight of the greatest medieval style fantasy movies set in an alternate world... but considering those are ALL Lord of the Rings movies I'm referencing, that's heavily misleading.

And actually here is something worth considering. Did some googling and some research. Halflings have never once shown up in a DnD movie or cartoon. I know we haven't had a lot of those yet, but none of the three movies produced so far have them, the dragonlance animated movie wouldn't have them (most people consider Kender and halfling fairly different) and the cartoon didn't have them. In fact, the only reference to halflings I can find for the cartoon is a guy called Hector the Halfling, who claimed to be a halfling, but was secretly something else. So, you claim that DnD fans would be upset because a world without halflings wouldn't fit their conception of fantasy... but a world without halflings HAS fit their conception of Dungeons and Dragons.



I also think this deeply misses the current zeitgeist for Fantasy. Pure medieval style worlds of fantasy are in the vast minority of modern fantasy films. If you look at a list of "Top 50" or "Top 80" fantasy movies of all time, and take out LoTR, you get like... three other medieval fantasy movies? The thing is, halflings are just not very common AT ALL in fantasy once you move beyond Lord of the Rings. We, in this community, think they are a bigger deal because everyone CONSTANTLY lauds Tolkien as the high water mark of all Fantasy, the most definitive and important fantasy writer of all time. But Modern Fantasy novels look nothing like Tolkien's work.



Now this, I will agree with. And this is a problem.
My point is more the fact that while yes, LotR is only one franchise in many, it is also one of the biggest mainstream examples and probably a fair few people’s first exposure to medieval fantasy, and first impressions like that tend to stick in people’s minds, it’s the quintessential campaign quest wrapped up in an easy and high quality viewing experience.
 

Despite your attempts to shoe-horn it into every single possible conversation, no, I wasn't talking about Level Up.

Yes, I was talking about the new rules from One DnD, which I actually think work really well overall, especially after having seen them in use.
The 6e rules give you "permission" to make your PC look like whatever you want, while forcing you to keep one set of heritage rules. What exactly is good about that? How does it "work well" for a player wanting to run a mixed-heritage PC?
 

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