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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Purely my own take, but I feel that both halflings and gnomes got boosts in the 00's and onward due to the Lord of the Rings movie popularizing halflings and the World of Warcraft MMO making gnomes crazy, weird and distinctly playable in concept, leading to a shift in the way other games and media portrayed gnomes (though arguably the WoW gnomes are just riffing on tinker gnomes, so ymmv). Prior to that, my own anecdotal experience was I never saw anyone play either as a character, and I only used gnomes as NPCs on rare occasion, though mostly in Spelljammer games where they were common.

I did play a gnome PC once, in 2E, when the DM let me run my high-STR gnome fighter with a halberd. His name was Rick Kochet. Yes indeed! He lasted several game sessions.
 


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.

Weirdly? You'd want to have a lot of unarmed capabilities. The most of the biggest Magical Girl series feature the characters punching each other or kicking each other far more than using magic.

Transformation sequences could be done like the Aasimar power-ups. But a "genre true" version would be untenable as it would mean they aren't effective at all while untransformed, which is a bad design space for a game meant for resource attrition.

Celestial Warlock Aasimar would be my first re-skin. I wouldn't do pact of the chain, because most "familiars" are just mascots and lore expositions, I'd probably go Blade and allow for a reskin of their weapon into opera gloves or something.

I wish there was a way to mesh bard into there so I could make Hibiki, but the inspiration mechanic is actually a good thing to, very common trope to have the other girls yelling support at the one fighting.
 

Weirdly? You'd want to have a lot of unarmed capabilities. The most of the biggest Magical Girl series feature the characters punching each other or kicking each other far more than using magic.

Transformation sequences could be done like the Aasimar power-ups. But a "genre true" version would be untenable as it would mean they aren't effective at all while untransformed, which is a bad design space for a game meant for resource attrition.

Celestial Warlock Aasimar would be my first re-skin. I wouldn't do pact of the chain, because most "familiars" are just mascots and lore expositions, I'd probably go Blade and allow for a reskin of their weapon into opera gloves or something.

I wish there was a way to mesh bard into there so I could make Hibiki, but the inspiration mechanic is actually a good thing to, very common trope to have the other girls yelling support at the one fighting.
Glamour Bard with the unarmed fighting style? Maybe a dash of hexblade or something else for armor proficiency.
 

What PHB race are they more popular than than gnomes? What PHB race have they ever been more popular than than gnomes?
OK, I'm going to retry this one.

First, it's up to you to prove your claim (that they've been unpopular since 1e). That's how this works.

Secondly, on that pie chart from '19 of the most popular races on D&DBeyond, if you actually add up all the percentages, you get an even 91%. Not 100%. What this means is that every race chart isn't on that list are played by a fraction of percent each.

Halfings (and remember, halflings are as popular as half-orcs, and lightfoot halflings are as popular as hill dwarfs and nearly as popular as mountain dwarfs) are on the chart. If they were "bottom of the barrel," then they would have been unpopular enough to have been lumped in with the Other races.

Now, you can say "but they're in the OGL so they're free!" but aasimar were in the DMG (free to play) and aarakocra, genasi, goliaths, and deep gnomes were all from the free Elemental Evil Player's Companion (also free), and halflings outperform all of them as well. And as I previously said, probably next to nobody is limited to the OGL races these days, because the stats are so easy to find online (assuming you can't get a friend to tell you the stats) even without pirating the books. It's super-easy to google "<race> D&D stats" and find the info, often with guides as to how "good" each trait is.

And by your own admission, they're in every book and supplement, which means they're supported.

So you need to prove they're unpopular, and you can't use percentage of players or lack of support as evidence.
 

The other Gnome and Halfling gods were printed in Monstrous Mythology, for some reason.
look a may not particularly like the present short races but that is just insulting plus what else would the page count be wasted on anyway?
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.
honestly, it is fairly odd as I have seen the most frilly lich GOO locks in the world as one option but caster is the most common, magical girl warriors would be closer to paladins than anything else.
 

honestly, it is fairly odd as I have seen the most frilly lich GOO locks in the world as one option but caster is the most common, magical girl warriors would be closer to paladins than anything else.

Oooh, Paladin makes a ton of sense. Especially for one's like Symphogear, where everyone was in mech-armor and using weapons (Yes, mech-armor wearing magical girls, based on the power of singing. Symphogear is awesome)
 

Oooh, Paladin makes a ton of sense. Especially for one's like Symphogear, where everyone was in mech-armor and using weapons (Yes, mech-armor wearing magical girls, based on the power of singing. Symphogear is awesome)
yeah, that is logically under the magical girl warrior sub-genre, do not ask me how I know I just do as I lack logical reasons of why I know.
 

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