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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

billd91

Not your screen monkey (he/him)
But again. This hasn’t been a DnD halflings in more than 20 years. And if WotC did that all you’d hear would be endless kvetching about how WotC was stealing from Tolkien and yet more proof that they are creatively bankrupt.

There’s no win condition here. Only losing on your own terms.
Losing on your own terms is still losing. Since halflings are pretty obviously lifted from Tolkien, hairy feet or not, what's the point of diverging? You just end up with endless threads on fan sites griping about their pointlessness other than being small. It's a self-inflicted problem.
Plus, there still are hairy footed halflings canonically within D&D. Check out Mordenkainen's Tome of Foes and its reference to Greyhawk.
 

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The truth is Hobbits and Hobbitish Halflings were made for a setting with 4 races with 4 cultures.

D&D isn't that anymore and hasn't been for 40 years. The PHB comes with 9 races and 14-20 cultures at base. And adds races and cultures every years.

So Halflings who are defined by being small or towny no longer have those as unique. Much like the dexterity bonus.

So halflings have to figure out what makes them unique.
Like bravery stealthiness, and luck?
 


Minigiant

Legend
Supporter
Like bravery stealthiness, and luck?
All three are super rare and niche in implementation. Hence the problem.

It would be something if halflings are supernaturally brave, incredibly sneaky, or had incredible luck. But its just 3 minor features..

And again it's barely unique. Kobolds now get a bravery feature. And Gnomes can illusion their own cover.

It's a similar problems with dwarves and elfves but those races are strong mechanically as well and lack a racial penalty.
 

Hussar

Legend
Losing on your own terms is still losing. Since halflings are pretty obviously lifted from Tolkien, hairy feet or not, what's the point of diverging? You just end up with endless threads on fan sites griping about their pointlessness other than being small. It's a self-inflicted problem.
Plus, there still are hairy footed halflings canonically within D&D. Check out Mordenkainen's Tome of Foes and its reference to Greyhawk.

Well there is the whole getting sued by the Tolkien estate that probably plays a role in losing hairy feet.

But again, this issue was lost twenty years ago. That’s a long time to hold out for hairy feet. :).
 

Hussar

Legend
Oh about the chimp comparison. A full grown chimp is about four to five feet tall and around 150 pound.

Chimps aren’t halflings. They’re dwarf sized. Halflings as written are about the size of a large house cat.

If we’re into “realism” and all that. Actually best comparison would likely be Rocket Raccoon. And even he’s probably bigger than a normal halflings.
 


Oofta

Legend
Small size creatures have half the carrying capacity of medium sized creatures, in effect a halfling with an 18 strength is not as strong as a human with an 18 strength. The application of strength as it applies to things like attack bonuses or athletics checks is a game construct, and an imperfect one at that.

Oh, and magic. Magic explains everything. ;)
 


Small size creatures have half the carrying capacity of medium sized creatures, in effect a halfling with an 18 strength is not as strong as a human with an 18 strength. The application of strength as it applies to things like attack bonuses or athletics checks is a game construct, and an imperfect one at that.

Oh, and magic. Magic explains everything. ;)
All of those things are game constructs. That said, in 5e, the drop-off in carrying capacity happens at Tiny, not Small, so at least there is less in the way of inconsistency.

It does mean that the small races are considerably stronger on a pound for pound basis than most of their medium-sized cousins. IIRC, the main mechanical differences for small sized chars relate to "heavy" weapons and grappling.
 

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