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

With them, it's just some individuals. With Hobbits, it's more broad-based. Simple. :)

But it could, should one choose to read it that way.

Individuals of other species are the points of light. Hobbits are the background glow that ever so slightly keeps the darkness at bay.

And, here it is again. "Chaosmancer? Why do you keep insisting halflings are treated like some sort of celestial, perfect beings?"

No, I do not think that halflings as a race should be the background glow of the universe, fighting off the darkness by their sheer wholesome and good existence. Again, this is bad racial design in my opinion. I know you are old-school Lanefan, I suspect you are fine with racial alignments. But I am not. I'm not fine with races that are born inherently evil, and I'm not fine with races born inherently good. I am not fine taking one of the most powerful and compelling tropes in fiction, one of the most hopeful things we can state about the universe and the world we live in, and devalue it by saying "and here is a group of people all born who do exactly that all the time."

I find the very idea repugnant.
 

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And, here it is again. "Chaosmancer? Why do you keep insisting halflings are treated like some sort of celestial, perfect beings?"

No, I do not think that halflings as a race should be the background glow of the universe, fighting off the darkness by their sheer wholesome and good existence. Again, this is bad racial design in my opinion. I know you are old-school Lanefan, I suspect you are fine with racial alignments. But I am not. I'm not fine with races that are born inherently evil, and I'm not fine with races born inherently good. I am not fine taking one of the most powerful and compelling tropes in fiction, one of the most hopeful things we can state about the universe and the world we live in, and devalue it by saying "and here is a group of people all born who do exactly that all the time."

I find the very idea repugnant.
Racial alignments are not and have never been absolute. Even demons in 1e/2e could be other than CE. In editions 3e and beyond, they just described a general belief, which many of the race did not hold to. Hell, Orcs in 3e could be 51% CE and 49% LG by RAW if the DM wanted.
 

No one lays siege to villages, halfling or otherwise. Halflings do live along other people though, in cities that might be subjected to a siege. I don’t understand your point here.

The PHB notes their ferocity defending friends, family, and communities. You might find your animosity to halflings fading a bit if you read the text and don’t dismiss half of it.

Most humans and dwarves are simple civilians too.


Halflings have magic too.
they sack villages for food and materials for the Warmachine do you not know war?

I have read the text and honestly, it sounds like something added in over the years because they could not make halflings work as a major race.

true most humans and dwarves civilians are but humans are known for armies and warrior classes and dwarves build giant fortresses as they have a near biological need to so both would be much harder to fight.
So to be clear halflings are not weaker.

Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened. (PHB)

And sure, magic does change battlefield tactics quite a bit with widely varying degrees of impact. That said, most racial magic features (mostly cantrips) are typically locked behind a subrace, and they're kind of a nothingburger from a battlefield perspective. Single target damage, tiny aoes, save for zero damage, super minor buffs and debuffs. They aren't bad, but they certainly aren't transformative. Not in the way that resource-free "ignore the army standing between you and the back line; focus fire anyone you can reach" would be.

Higher level stuff, sure maybe we get there, but then it becomes class levels, resource costs etc. It becomes an exercise in quantum wargaming.
most high-level halflings are dex based so even when we add in the exceptions they are still on average weaker than humans and strength includes leverage which humans have.

given how common hobgoblin war wizards are the basic battle lines of a fantasy world are loose so the halfling loses their advantage as everyone trains for the loose formation.
If anyone is going to have large stores of food inside the village, it's going to be halflings. ;)
given how much they eat I doubt it besides food stores are stolen or burned in war.
And, here it is again. "Chaosmancer? Why do you keep insisting halflings are treated like some sort of celestial, perfect beings?"

No, I do not think that halflings as a race should be the background glow of the universe, fighting off the darkness by their sheer wholesome and good existence. Again, this is bad racial design in my opinion. I know you are old-school Lanefan, I suspect you are fine with racial alignments. But I am not. I'm not fine with races that are born inherently evil, and I'm not fine with races born inherently good. I am not fine taking one of the most powerful and compelling tropes in fiction, one of the most hopeful things we can state about the universe and the world we live in, and devalue it by saying "and here is a group of people all born who do exactly that all the time."

I find the very idea repugnant.
how would wholesomeness fight evil it would be subverted like everything else, also what is wholesomeness?
Racial alignments are not and have never been absolute. Even demons in 1e/2e could be other than CE. In editions 3e and beyond, they just described a general belief, which many of the race did not hold to. Hell, Orcs in 3e could be 51% CE and 49% LG by RAW if the DM wanted.
this is true but defining the halfling as the good guy race is in direct violation of this.
 

I looked at wholesome terns out of body that means it could be subverted into evil fairly fast.
give moral wholesome has the synonym of "pure" clearly it is insanity, like pure air or pure steel.
 

Dwarves are: determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice

Without being problematic.

Hallings are: easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.

And they: work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.

But are problematic...

What??
 

Dwarves are: determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice

Without being problematic.

Hallings are: easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.

And they: work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.

But are problematic...

What??
that is not the argument made nor opposed.

beside halflings are bland like a generic good two shoes childrens show character.
 

they sack villages for food and materials for the Warmachine do you not know war?
If they can find them. Halfling villages are notoriously hard to find.

"Although halflings aren't reclusive by nature, they are adept at finding out-of-the-way places to settle in. It takes a combination of luck and persistence for an ordinary traveler to find such a place , and often that's not enough. For those who subscribe to the idea that Yondalla actively shields her worshipers from harm, this phenomenon is easily explained-she looks out for their homes just as she protects their lives. Whatever the reason, travelers might look for a halfling village, but they fail to notice a narrow path that cuts through the underbrush, or they find themselves traveling in circles and getting no closer to their goal. Rangers who have encountered halflings or lived among them know of this effect, and they learn to trust their other senses and their instincts rather than relying on sight."
 

most high-level halflings are dex based so even when we add in the exceptions they are still on average weaker than humans and strength includes leverage which humans have.

given how common hobgoblin war wizards are the basic battle lines of a fantasy world are loose so the halfling loses their advantage as everyone trains for the loose formation.
This is pure quantum wargaming. The parameters will change as needed to reach the conclusion you desire.
 

If they can find them. Halfling villages are notoriously hard to find.

"Although halflings aren't reclusive by nature, they are adept at finding out-of-the-way places to settle in. It takes a combination of luck and persistence for an ordinary traveler to find such a place , and often that's not enough. For those who subscribe to the idea that Yondalla actively shields her worshipers from harm, this phenomenon is easily explained-she looks out for their homes just as she protects their lives. Whatever the reason, travelers might look for a halfling village, but they fail to notice a narrow path that cuts through the underbrush, or they find themselves traveling in circles and getting no closer to their goal. Rangers who have encountered halflings or lived among them know of this effect, and they learn to trust their other senses and their instincts rather than relying on sight."
a) that is the dumbest copout lore I have seen they know halflings should die out but give them miracle hiding ability.
b) most things are easy to find if you are a demon army you just want everything to die or be corrupted and you can't hide if you burn everything around it.
c) the lore would work so much better for gnomes what with the illusion magic.
This is pure quantum wargaming. The parameters will change as needed to reach the conclusion you desire.
no the stats of high level halflings were clear, they are a lot of rogues.
 

If Halflings are, by definition, good then we have run face-first into the same exact problem you get when you make goblins, by defintion, evil.
Assuming one sees the making of Goblins evil* as a problem. I don't.

* - as a trend, similar to Dwarves = Lawful, Elves = Chaotic, Hobbits = Good, etc. Individuals may vary widely.
 

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