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

Minigiant

Legend
Supporter
Yes, out of 50,000 options, because they're all available. The chart was for all the races played on D&DB, and 9% of people played races that weren't on that main list. Even if you ignored all the homebrew, even if none of those 9% of people played a homebrew race, there's still tons of other official races. Halflings beat them all out.

But it's weird to say "if halflings weren't promoted, they'd be less popular than gnomes." If halflings are being promoted, then that suggests that enough people like them to want them to stick around.
Yes,but if its promoted and gets in 7th behind unpromoted races that means its legacy support and offical bias cannot match with the superior mechanical or narrative design of some less supported races.

It all kinda supports my theory that 5e heavily push classical themes and mechanics to attract fans of older editions but fans of new editions became the vast majority or at least plurality of 5e fans. And the "legacy races" ended up suffering as newer fans were not fans of the narratives and mechanics of those races as much.

That's why the top 4 are Human, Half-Elf, Tiefling, and Dragonborn. 2 new school races and 2 "synergizes with any class or background" races. Then the promoted and borderline OP dwarf and the promoted and "so many subclasses it can do anything and Free cantrip" elf.

Clearly old school is less popular than new school or adaptive.
 

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Faolyn

(she/her)
Yes,but if its promoted and gets in 7th behind unpromoted races that means its legacy support and offical bias cannot match with the superior mechanical or narrative design of some less supported races.
Except that elves and dwarfs are standard fantasy races everywhere, and dragonborn and tieflings have an intrinsic coolness to them. Considering how plain halflings can be, the fact that they're 7th place is completely understandable.
 

Lanefan

Victoria Rules
Personally I think we should drop elves. After all every elf I've ever played dies before they get to 3rd level*. Since they always die for me, why bother letting anyone else play them?

*I thought I had broken the curse with a half elf that made it to 3rd. Then he died. Apparently it was the first PC the DM had ever killed.
Suggestion on how to break this curse: next time the opportunity presents, bring an Elf into an established party where it'll start at a level higher than 3rd. :)
 

James Gasik

We don't talk about Pun-Pun
Supporter
Suggestion on how to break this curse: next time the opportunity presents, bring an Elf into an established party where it'll start at a level higher than 3rd. :)
Then you find out the DM has reintroduced level drain to the game because "newfangled modern D&D has no teeth" and you get drained to level 0 and rise as a Spectre or something...
 

Mind of tempest

(he/him)advocate for 5e psionics
Let me remind everyone that the top 4 races in D&D in 2020 were the Human, Half-Elf, Tiefling, and Dragonborn. And none of half-elves, tieflings, and dragonborn get huge pushes. All the settings produced by WotC are "classic" settings of course.

Even elves and dwarves don't make it into the top 5 as of 2020 and they are pushed to the moon. (The fifth race? Half-orcs. Surprised me too).

So. Your literal claim is that any race with as hard a push as halflings get should be two places ahead of both elves and dwarves as of 2020, which is the most recent data we have. Is this in some backwards universe where having a push at all is deemed to be harmful and the less the push the better they do? Or are you somehow claiming in defiance of just about all the evidence that halflings are pushed harder than both elves and dwarves?

What makes you claim that halflings are promoted harder than gnomes? The only place I see them getting a harder push is that they are a couple of pages earlier in the PHB in the "common races" section. To which I'd comment that with the 2020 data every single uncommon race in the PHB except gnome beats every single common race in the PHB except human.

Why are you setting impossible standards for the halfling and saying that with their push they should be meeting standards that even elves don't despite a vastly bigger push?
From where I am standing half elves are known as one of the most op races from the player's handbook so a lot of people pick it as it is an elf but with better stuff.
 

Oofta

Legend
Suggestion on how to break this curse: next time the opportunity presents, bring an Elf into an established party where it'll start at a level higher than 3rd. :)
I have considered it, I'm currently playing ToA and there's a pretty high likelihood of PC death. Including in our current session because we left on a cliff hanger*. But ... the last time I tried playing an elf (wood elf monk because 45 feet of movement sounded fun) not only did the PC die in the last combat of the first game, the DM also decided to cancel the campaign after that session. That, and other than elves my PCs tend to have a quite high survival rate.

I'm afraid it's escalating and if I try to play an elf my PC will die in the first combat and then the DM will just keel over dead. :eek:

*My monk did jump onto the back of a dragon so the rogue could get sneak attack, so I may deserve this one. It will either be heroic or just heroically stupid. If I had any ki points left after I jumped it may not have been quite as stupid. :)
 

From where I am standing half elves are known as one of the most op races from the player's handbook so a lot of people pick it as it is an elf but with better stuff.
And from where I'm standing, especially post-Tasha's half elves aren't remotely OP. About the only thing they get going for them is a flexible stat spread, and even that's been overtaken by allowing floating bonuses. So all their extra +1 means is a +1 in your third best stat. And the normal elf stat spread is good; Dex as one of your top two stats is normal while the other high elf +1s are Int and Wis - which is a good combination for anyone that looks elven with the basic exception of bards and warlocks.

Meanwhile as well as the +1 to their third best stat when up against a regular elves half elves get two skills vs perception. In exchange High Elves get the language, high elf weapon training and, most importantly, a cantrip. Which is both awesome and the best ones are pretty useful (any melee rogue loves booming and/or greenflame blade, and Minor Illusion, Message, Mage Hand, Shape Water, and Move Earth are all awesome utility). And wood elves get speed, weapon training (very useful for both clerics and druids), and to hide better. I can't honestly say half elves are notably stronger.
 

Mind of tempest

(he/him)advocate for 5e psionics
And from where I'm standing, especially post-Tasha's half elves aren't remotely OP. About the only thing they get going for them is a flexible stat spread, and even that's been overtaken by allowing floating bonuses. So all their extra +1 means is a +1 in your third best stat. And the normal elf stat spread is good; Dex as one of your top two stats is normal while the other high elf +1s are Int and Wis - which is a good combination for anyone that looks elven with the basic exception of bards and warlocks.

Meanwhile as well as the +1 to their third best stat when up against a regular elves half elves get two skills vs perception. In exchange High Elves get the language, high elf weapon training and, most importantly, a cantrip. Which is both awesome and the best ones are pretty useful (any melee rogue loves booming and/or greenflame blade, and Minor Illusion, Message, Mage Hand, Shape Water, and Move Earth are all awesome utility). And wood elves get speed, weapon training (very useful for both clerics and druids), and to hide better. I can't honestly say half elves are notably stronger.
I believe the only data we have is pre-Tasha's so while likely true it is not applicable here.
The other thing that half-elf has is the "I want to care more about who my parents are than who my character really is" which is somehow a stereotype with the new school of players.
 

Halfling just suffer from being harder to fit in stories and settings as well.
I've seen this assertion a few times. It doesn't make a lick of sense.

Assuming you're affiliated with the "humans but smaller" crowd, then they are exactly as hard to fit as humans are.

Assuming you aren't, then what is it that makes them more incompatible than say dwarves, kobolds, goblins, or gnomes, elves, etc. ?

The crap-all lore they have is "farmers and traders who like to eat and have a good time". We're not talking about families making whoopee with angels and devils. There are no mer-people or sky people. It's just like common people.

How the heck are we getting to "common people are hard to integrate into settings or stories"?
 

Mind of tempest

(he/him)advocate for 5e psionics
I've seen this assertion a few times. It doesn't make a lick of sense.

Assuming you're affiliated with the "humans but smaller" crowd, then they are exactly as hard to fit as humans are.

Assuming you aren't, then what is it that makes them more incompatible than say dwarves, kobolds, goblins, or gnomes, elves, etc. ?

The crap-all lore they have is "farmers and traders who like to eat and have a good time". We're not talking about families making whoopee with angels and devils. There are no mer-people or sky people. It's just like common people.

How the heck are we getting to "common people are hard to integrate into settings or stories"?
so what do they other a setting that humans do not? why make a shopkeeper a halfling if humans will fill just as well or anything else would be more interesting?
 

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