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


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Are you sure that that's not just anecdotal evidence on your part? I remember a lot of Halfling characters in the AD&D era, myself. If you have some hard data though (no idea where you'd get any), please share?
No, that's fair. It is largely anecdotal.

Although, again, I would point out that in 2e, only gnomes and halflings didn't get a Complete Race book. Or, rather, they shared a single book while everyone else got the full treatment. So, it does suggest that halflings and gnomes weren't overly popular.

But, funnily enough, @Lanefan's numbers seem to line up pretty much exactly with the larger numbers we've seen from other sources. At least, close enough anyway. The actual numbers might be different, but, the ranking seems pretty much the same. So, yeah, when I say that halflings are scraping the bottom of the PHB barrel, it's not exactly something I'm pulling out of thin air here.

And, again, it's always been like this. Heck, go ALLL the way back to the Dieties and Demigods. Humans get a bajillion gods, elves get 4, dwarves, halflings and gnomes each get 1. Even all the way back in the 70's, the game has always been that way. Look at A1 Slave Pits of the Undercity - 9 pregen characters, one halfling - the thief unsurprisingly. G1 Against the Giants - 9 pregens, no halflings at all. I6 Dwellers of the Forbidden City - 20 pregen characters, no halflings.

I don't really think it's a huge stretch to make the claim that halflings were not a really popular option. If they were, wouldn't they be a bit more common to find in tournament modules?

Do I have hard evidence? Oh, absolutely not. I freely admit I'm searching the chicken entrails here. But, I've yet to see any evidence that even remotely supports the idea that halfllings were ever a popular choice.
 

No, that's fair. It is largely anecdotal.

Although, again, I would point out that in 2e, only gnomes and halflings didn't get a Complete Race book. Or, rather, they shared a single book while everyone else got the full treatment. So, it does suggest that halflings and gnomes weren't overly popular.

But, funnily enough, @Lanefan's numbers seem to line up pretty much exactly with the larger numbers we've seen from other sources. At least, close enough anyway. The actual numbers might be different, but, the ranking seems pretty much the same. So, yeah, when I say that halflings are scraping the bottom of the PHB barrel, it's not exactly something I'm pulling out of thin air here.

And, again, it's always been like this. Heck, go ALLL the way back to the Dieties and Demigods. Humans get a bajillion gods, elves get 4, dwarves, halflings and gnomes each get 1. Even all the way back in the 70's, the game has always been that way. Look at A1 Slave Pits of the Undercity - 9 pregen characters, one halfling - the thief unsurprisingly. G1 Against the Giants - 9 pregens, no halflings at all. I6 Dwellers of the Forbidden City - 20 pregen characters, no halflings.

I don't really think it's a huge stretch to make the claim that halflings were not a really popular option. If they were, wouldn't they be a bit more common to find in tournament modules?

Do I have hard evidence? Oh, absolutely not. I freely admit I'm searching the chicken entrails here. But, I've yet to see any evidence that even remotely supports the idea that halfllings were ever a popular choice.

I've had one or more halflings in probably about 2/3s of my home games for at least the last couple of editions. Personal experience in our own groups for this is pretty meaningless as a metric. 🤷‍♂️
 

Yes, gnomes are better than halflings to be "magical heroes".

In the TTRPG we create the heroes, but D&D is becoming a multimedia franchise, and this means selling merchadising based in "iconic characters".

I wonder about a new class, a martial adept as the swordsage or the warblade from 3.5 Tome of Battle could be used by little-size PCs.

Are very expensive a couple of magic boots with "jump" spell-like effect?
 

Yes, gnomes are better than halflings to be "magical heroes".

In the TTRPG we create the heroes, but D&D is becoming a multimedia franchise, and this means selling merchadising based in "iconic characters".

I wonder about a new class, a martial adept as the swordsage or the warblade from 3.5 Tome of Battle could be used by little-size PCs.

Are very expensive a couple of magic boots with "jump" spell-like effect?
the mythical arcane half caster would fit them well but no one fixed RP side of that as that is what is really stopping it.
 

No, that's fair. It is largely anecdotal.

Although, again, I would point out that in 2e, only gnomes and halflings didn't get a Complete Race book. Or, rather, they shared a single book while everyone else got the full treatment. So, it does suggest that halflings and gnomes weren't overly popular.

But, funnily enough, @Lanefan's numbers seem to line up pretty much exactly with the larger numbers we've seen from other sources. At least, close enough anyway. The actual numbers might be different, but, the ranking seems pretty much the same. So, yeah, when I say that halflings are scraping the bottom of the PHB barrel, it's not exactly something I'm pulling out of thin air here.

And, again, it's always been like this. Heck, go ALLL the way back to the Dieties and Demigods. Humans get a bajillion gods, elves get 4, dwarves, halflings and gnomes each get 1. Even all the way back in the 70's, the game has always been that way. Look at A1 Slave Pits of the Undercity - 9 pregen characters, one halfling - the thief unsurprisingly. G1 Against the Giants - 9 pregens, no halflings at all. I6 Dwellers of the Forbidden City - 20 pregen characters, no halflings.

I don't really think it's a huge stretch to make the claim that halflings were not a really popular option. If they were, wouldn't they be a bit more common to find in tournament modules?

Do I have hard evidence? Oh, absolutely not. I freely admit I'm searching the chicken entrails here. But, I've yet to see any evidence that even remotely supports the idea that halfllings were ever a popular choice.
The other Gnome and Halfling gods were printed in Monstrous Mythology, for some reason.
 

honestly, a magical girl class is not the worst idea anyone ever had.
What would be the tentpoles for this? Mostly a genre(?) blindspot to me, but what little I'm aware of would seem to be covered by a lot of the fey and celestial based spellcasting subclasses. I'm curious what the current gaps are that aren't being covered thematically thus far.
 

The other Gnome and Halfling gods were printed in Monstrous Mythology, for some reason.
Along with the other demi-human gods including elves and dwarves. So it's not like the halflings and gnomes were the recipient of "special" treatment in this particular book.
 

What would be the tentpoles for this? Mostly a genre(?) blindspot to me, but what little I'm aware of would seem to be covered by a lot of the fey and celestial based spellcasting subclasses. I'm curious what the current gaps are that aren't being covered thematically thus far.
The more I think about it, I think Warlock is mostly a good fit here, though you'd probably want Hex Warrior and a Chain Pact Familiar (this varies, but many magical girls do have a pretty useful familiar). Basically you want a mix of divine and arcane spells, a decently tough chassis, some melee, some ranged, and big finisher spells that can't be spammed.
 

If the trope of supernatural luck is bad for the game* and thus IYO Halflings shouldn't get it, what do you propose giving them instead as their main niche benefit that no other species has?

* - to me this is an open question answerable almost only on a table-by-table basis; as where one DM might make it work really well another might butcher it, leading to a perception of favouritism whether valid or not.

Well, my first thought was just a re-flavor, something like "focused" or "attention to detail" because the halflings always pay attention to the small things other people miss, and keeping the re-roll mechanic the same. It isn't unique, but it isn't a meta-game concept masquerading as a mechanic either. You could reflavor the bravery I'd cut and put it here instead too, call it "boldness" where a halfling always pushes through instead of hesitating when things go wrong, which can turn an imminent failure into a success.

Actually, if you take the Boldness idea and the Unshakeable idea, then you have a race that really does feel like it treats fear and fear of failure specifically differently than the other races, while not trying to co-opt a narrative from others.

Or you could go a completely different route. I don't know what that route would be, because it would depend on re-writing the halfling lore from the ground up. You would make very different mechanics for acrobatic, bat-riding halflings than you would for the traveling diplomat and story-collector halflings.

What you're ignoring (or forgetting) here is that at one time there were some species-based penalties against Halflings which this luck benefit was supposed to - in balance terms - cancel out. Over time, though, those penalties (e.g. Strength -2) kinda went away, leaving just the luck benefit.

I'm not really ignoring or forgetting it. Halflings have no specific penalties that other small races don't get. Heck, getting -2 strength is no worse than the elf getting -2 Con and being unable to be resurrected. It should all be part of the power budget of the mechanics
 

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