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.

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?
 

log in or register to remove this ad

Michael Tresca

Michael Tresca

I participated in this thread early on and I want to avoid rehashing that part of the conversation.

For those who want halflings to change in future iterations of the game, I think we can safely say you'll get your wish. Halflings have been presented differently through the years up to now. That will continue going forward.

My fondness for halflings doesn't rely on a unique feature that sets them apart from 813 other playable races. In the games I host and the ones I'm likely to play in, deep gnomes and kobolds and goblin PCs are non-existant. There's no niche competition there. What I like (and what many others like, I think) about halflings is the culture and their relations to other cultures in the setting ... whether that relation exists as written in a published setting, as detailed in a specific DM's homebrew, or in the imagination of the player. I'm not overly fond of Tolkien, and I don't attach LoTR Hobbit baggage to D&D halflings. D&D is it's own genre at this point, influenced by and influencing fantasy in various media.

That some published setting make big changes to halfling lore and their role in society is not to me an indication that the publishers are trying to make halflings more appealing to players but rather distinguishing their settings from others by tossing out the expectations. This is not limited to the presentation of halflings. Other races are often re-imagined to lend distinction to a setting.
 

log in or register to remove this ad


Under no reading of any version of any D&D writeup of the halfling has this been true.
"Trying to fit their origin as Hobbits in with later 3E attempts at making them more dramatic, not landing the approach on either, apparently deciding the Halfling's thing is 'mundanity' which deliberately counters with humans thing which is already mundanity, except also small" is a much longer way is saying "Basically humans, but small"

They never lean into much other stuff other than this which is the problem.
 

"Trying to fit their origin as Hobbits in with later 3E attempts at making them more dramatic, not landing the approach on either, apparently deciding the Halfling's thing is 'mundanity' which deliberately counters with humans thing which is already mundanity, except also small" is a much longer way is saying "Basically humans, but small"

They never lean into much other stuff other than this which is the problem.
ignoring so many mechanics and lore elements is disingenuous
 

ignoring so many mechanics and lore elements is disingenuous
Races aren't just mechanics, they're a wider group of things. The mechanics serve to make the idea of the race into reality, not the other way around.

Halflings being lucky doesn't come up in story as a thing for them. Yes they could lean into that as their thing but, it doesn't show up in the art. It doesn't show up in the little quibbles they write about them. Heck, there's more solid stuff about halflings riding dinosaurs than their is about them being "The Lucky Race"

You play an elf because you want to be like an elf from stories and the mechanics support that. You generally don't play an elf because you want the specific bonuses

Mechanically, halflings are fine. Their lore doesn't mesh well with it and they're notoriously underused and the ultimate "They're just here". Heck, tying over from the orc thread, I'd argue halflings have it way worse on the "Can you just replace it with humans and there'd be no problem" side we were arguing over there
 

Okay, then name all the people you knew in your past lives. Where are they now? Would you be able to call them up and have them post on this forum confirming that they are indeed the people you knew in your past life?
I don't belong to a religion that espouses reincarnation, nor do I personally believe in it.

You are trying to make my statement into something it isn't, and then claiming a strawman. An elf doesn't believe they are a reincarnation, they ARE a reincarnation. They don't need to claim it, they can go and speak to the people from their past lives memories and reminiscence about those times. They don't need special spiritual awareness, they just are.

This has NOTHING to do with religion and I'd appreciate you not trying to make this into some anti-hindu or anti-buddhist statement. Those belief systems have nothing to do with the biological and mental reality elves are dealing with. Because even in the context of those religious beliefs, elves are dealing with something ENTIRELY different.
This is what I wrote: "...Unless you are claiming that D&D humans have to follow a particular religious model based on an Abrahamic-style reskinning of the Greco-Roman pantheon? Or that any D&D human religion that involves reincarnation is automatically false?"

I take it by your lack of response to what I actually wrote and your attempt to deflect by saying I was being bigoted, that you do believe humans in D&D can't be reincarnated or have a religion that involves reincarnation.

I can imagine such a religion just fine. I'd have to go back and check but I'm pretty sure the main religion in the setting my friends and I built together involves reincarnation for every sentient race (I would not be the one DMing this world, so I don't know how the DM plans to handle such things mechanically). I can also imagine a religion for elves that doesn't involve reincarnation--i.e., the way elves were treated in all previous editions. In fact, the elves in my current setting don't reincarnation; they turn into nature spirits. I also don't use Correllon or Lolth.

I can also imagine a world where some humans get reincarnated and some go to an afterlife and some dissipate into nothingness. That MToF says that elves reincarnate literally means nothing beyond "here's our idea for elves, we're going to use it in our books."

The fact that you are altering definitions of human to include whatever you feel like to descredit my points. Which you completely missed the sarcasm of me redefining shield and sword to be human. I thought at least that much would be obvious.
No, I just ignored it because it was dumb.

You really should. He absolutely doesn't want halflings to be magical. If you want magical halflings you really should care that him and others would want to remove that as an option.
Oofta says otherwise.

Shadar-Kai don't come up because their history of recently being human is very confusing, since many people still imagine they are humans it is strange for them to think they are elves.

Also, Pallid elves are not truly very different from other types of elves. They don't really need mentioning since they don't break the mold. However, in the assertion that all halflings are unremarkable and non-magical, magical halflings would break that mold and be quite notable.
And here's you missing my point.

Wow that is a whole lot of saying nothing. Everything after your first sentence is just pointing out that there isn't a distinct halfling/gnome mixed race option, which is true for 99% of all mixed race options, so not exactly breaking ground.

Then, instead of actually PRESENTING evidence, you simply say that their differences are cultural and mechanical. Which, hey, I can give you mechanical, halfling mechanics are pretty forgettable after all and don't really add much useful flavor compared to gnome mechanics, but can you actually... give some examples of what makes a forest gnome culture completely and utterly different from a lotusden halfling culture? And then explain why cultural differences aren't enough to make them simply sub-races like Mountain Dwarves and Hill Dwarves who only really had cultural and mechanical differences?
You know what the cultural and mechanical differences are, because they're listed in the PHB, MTF, SCAG, and EGW. It's not my job to read for you.

The point is, nothing I said about what she can do would be seen as unusual for a DnD gnome. In fact, it fits perfectly into DnD gnomes and no one bats an eye at it. I should know, I put it into my DnD gnomes and not a single player ever went "wait, gnomes can't do that!". In fact, they just accepted it as a fact of gnomish life.
So? All that shows is that the person who wrote that probably based it on D&D.

Except that it isn't pointless. I'll agree with you that gnomes are no longer earth elementals, just like kobolds are no longer goblins. That isn't exactly a difficult point. Garden gnomes are a type of statuary, so also not relevant, just like garden dragon statues aren't dragons.

As for the rest, what are their characteristics? What makes them different from other gnomes? I'm not familiar with them. Well, I think the Nomes of Oz do stick closer to their earth elemental roots, which is fine, and I would also not that Nomes not being Gnomes is the same as Porcs not being Orcs. Different names are different it turns out.

Which leaves us with a slasher fic, probably based on garden gnome statuary, and then Discworld and Warhammer, both of which tend to have extreme deviations from normal fantasy. However, they are still called "gnomes" so there has to be a reason for that, right?
Yes. The reason is that the writers chose that name.

So, I'm confused.

See, for the last three threads I've been repeatedly berated about what the definition of a halfling is. It has been a major point of contention, because I want to change a few things about them, and I have been told that changing any of those factors would make them decidedly not halflings.

However, now, you are berating me for sticking to the definition that I have had thrown at me over and over and over again.
Who, precisely, has told you that "changing any of those factors would make them decidedly not halflings"? I ask because you repeatedly misrepresent people and what they say, and so I am inclined to believe that in reality, maybe one person has said that changing a halfling would make it a not-halfling, and you decided to claim that tons of people have said that.

So, here, I'll just step back for a second. What is a halfling? Is a halfling just whatever you decide is a halfling, or is there some sort of definition for them? Because I'm not going to continue being yelled at for both using and not using the definition everyone else has. That way lies madness.
What type of halfling are you talking about? A D&D halfling? A Tolkien halfling? A halfling as presented from a different, non-D&D game?

Because each of those types of halflings are entities unto themselves, so if I'm talking about a D&D halfling, then I will point you at the PHB, MTF, SCAG, and EGW.

So, halflings go to war. Because any halfling community bigger than a small village is typically depicted as part of a human community. Much larger than that and they would need things like... kings, armies, you know all those things that you claim they can't have.
Citation needed.

In fact, other than the Talentas barbarian halflings of Eberron, is there a halfling location you know of that is bigger than a couple of villages? I'll put forth that human villages also typically only have militias and not armies, though it isn't because humans as a race are peaceful, but because they can't support armies with a village's worth of supplies.
The number of official settings I know and care about enough to comment are:

Ravenloft.

So, Delagia and Rivalis, in Darkon. I seem to recall a fan-brew halfling domain as well.

In my own game? Every major above-ground settlement.

I really feel like I'm dealing with Schrodinger's halflings here, since suddenly we have halfling cities and maybe even small halfling countries, when previously they just had small villages. Where is all of this coming from?
Beats me. I said "communities" and "settlements." But here's you misrepresenting what I said to mean cities and countries, as well as failing to understand how big (or how small) an army actually needs to be in a setting where you can throw around fireballs.

Ah, you got me, egg on my face. I'm sure there are human settlements without halflings. In fact, humans seem to exist just fine without halflings.

How many halfling cities with zero humans can we name? Not countries, cities.
I dunno. Why don't you do some research and come up with a list?

Can they overrule the king who commands the land their village sits on?

"Sorry, High King Etheril, the Halfling Mayor of Gallybrooke said you are not allowed to go to war, we must call it off"
Why would they? The halflings own the land, not the king.

Unless it's different in your setting, of course. Or you can find some bit of text in a D&D book somewhere that says that halflings always live on human lands.

Until you can find that bit of text, however, you are talking about something that may be true in, what, your personal setting? The Realms or Greyhawk maybe? Not something that's a universal fact in D&D.
Shouldn't we know the answers to these questions instead of you having to answer me?
Why? Do you insist that the books spell out every single aspect of daily and political life in every single setting?

Why is it that halflings turn to a life of crime so easily? Halflings live with humans constantly how do they interact with the humans and deal with their supposedly conflicting natures. Do human kingdoms make exceptions when they create peasant levies and ignore halflings? Why? How does this change the dynamic of the races?

I can make up things, but if halflings are supposedly defined by their peacefulness and unwillingness to go to war (but not to kill things during adventures) then shouldn't this be a major thing discussed in the books?
It usually is. You seem to have missed those bits.

And, to quote Observer, "My race is pacifist and does not believe in war. We only kill out of personal spite."

How is it on me? I didn't create halflings, you won't find my name listed in the PHB. Why is it my fault that halflings lack anything that can possibly define them besides just vague platitudes?
I suppose you only use official settings rather than make your own, then.

And, again, if it is just cultural, why can't halflings be a sub-race of Gnomes, just like hill dwarves and mountain dwarves? It is all only cultural after all.
Sure, if you want that to be the way for your setting, go ahead.

So, I can't point to a better designed version of something to say that the other version is poorly done? Meanwhile, others are allowed to constantly harp on Tolkien like he was somehow involved in the writing of Dungeons and Dragons?
Way to dodge the questions again. You do that a lot, you know.

And sure, halflings are "playable" but they aren't good. As we have been discussing, you don't even seem to have a consistent definition of what a halfling is, since they keep morphing every time you find another point of mine you don't like.
Opinion, not fact. We had this discussion before. And the players of the three halflings in my setting think they're plenty good.

Also, citation needed.

To answer the first point, it is because halflings cooking for halflings isn't special. It would be like a human cooking for a human, kind of obvious. But, again, you decided to phrase it thusly, "So in that case, being the best, most cheerful hosts and chefs is equally as useful as whatever abilities elves and dwarfs are. Probably more useful, in fact, because you being able to change your gender over night doesn't affect me in anyway, but you being able to cook me a good breakfast does."

You were the one who decided that the elvish expierence of Gender doesn't matter, because it can't provide anything for humans (or other races, I guess). That wasn't me. That was your take away. You need to defend that, especially since...
And again, you misunderstand and misrepresent. You can change gender. That's great for your character. It literally doesn't matter for anyone else's character, though, except in the hands of a good roleplayer.

  • Dragon's hoards are tied directly into their magic and their afterlife.
According to one book, published for this edition, which will probably be changed the next time they come up with a Draconomicon for another edition.

  • Mind Flayer's eat sentient brains, not just human brains.
But mostly humans, as evidenced by basically every single time they've ever been used.

  • Mimics look like treasure chests to lure in adventurers, adventurers are not solely human. Additionally, mimics can take on a variety of forms and adapt to what is most useful for their environment.
And how often have you seen mimics take the form of rocks or something like that?

So... you were wrong about every single one of these
Nope.

Yep, common is the human language. Took them long enough to acknowledge that. Luckily, languages are not defining. Whether or not you speak common holds no bearing on whether you are an elf, dwarf, or dragon. As for the rest, yes, it is a game played by humans. So therefore the only way that halflings should be defined as a race is how useful they are to humans?

I'm going to say yikes to that, and recommend you take a different stance, because that is a very very poor way to define a race of people.
<sigh> You really don't get the difference between in-game reasoning and out-of-game reasoning, do you.

Why not? They are a fantasy race, if they aren't fantastical then what's the point? At that point they may as well just be humans.
Because sometimes, too much fantasticalness is boring.

No, other people have declared that halflings need to be non-fantastical. That is there definition. I want them to be more fantastical, and you seem to think my pointing out the cognitivie dissonance between people insisting they are non-fantastical and the existence of rarely discussed fantastical options is somehow me trying to gas light you.

Your understanding of the situation would be aided if you stop assuming I am a malicious agent.
My understanding of your maliciousness on this point out be better if it weren't for every single one of your posts on the topic was filled with deliberate misinterpretations.
 

Races aren't just mechanics, they're a wider group of things. The mechanics serve to make the idea of the race into reality, not the other way around.

Halflings being lucky doesn't come up in story as a thing for them. Yes they could lean into that as their thing but, it doesn't show up in the art. It doesn't show up in the little quibbles they write about them. Heck, there's more solid stuff about halflings riding dinosaurs than their is about them being "The Lucky Race"

You play an elf because you want to be like an elf from stories and the mechanics support that. You generally don't play an elf because you want the specific bonuses

Mechanically, halflings are fine. Their lore doesn't mesh well with it and they're notoriously underused and the ultimate "They're just here". Heck, tying over from the orc thread, I'd argue halflings have it way worse on the "Can you just replace it with humans and there'd be no problem" side we were arguing over there
As someone who regularly and frequently plays halflings across three editions I'm curious as to how I've been so incompetent as to play them with the lore that is designed and never once had any of the dozens I've played with think I've been a human.

As I said, lore and mechanics say that they aren't just human. I didn't say just mechanics, and behaving that way is unjust.

Saying that they don't lean on luck is to ignore the tales of halfling luck in the oh so many fictions that include halflings (scroll back I've mentioned many). Part of how they punch above their weight is that luck.
 

But they're not defined as humans, but small. They're defined as being lucky, as communal, peaceful, friendly, working well with others, etc., often to a degree beyond what humans are like.

"Stupid-resistant to mental corruption" would be cool, sure, but how do you model that in game? Resistance to charm? Elves already have that, as do some other races; halflings would be accused to being copycats. Remove resistance to charm from elves and give it to halflings? Sure, OK. But. Mental corruption is pretty much a RP thing--the BBEG tempts the player, the player chooses whether or not to go along with it. It's not a thing where you magically charm the PC and turn them into NPCs under the DM's control. So if you want to say halflings are "stupid-resistant to mental corruption," then you simply have to say that (almost) no NPC halflings have ever been tempted by the BBEG, but lots of elves, dwarfs, and humans have been.
"Mental corruption" could also cover confusion effects, berserking or rage effects, stunning, hopelessness, maybe even some fear effects...along of course with charm, dominate, etc.
 


Or, if half of your halflings ever ended up in a single group, created recently, that means that the other 8 were spread over how many decades?

That is a major change to your data.
For a short while they all ran in a single group, yes, over the 2018-19 winter. The individual characters, however, mostly pre-date this by a lot.

Digging into the records...

Hobbit Necromancer 1 - created 2013, played until 2021
Hobbit Necromancer 2 - created 2012, played until 2020 (most-played character in the campaign)
Hobbit Bard - created 2011, played until 2020
Hobbit Fighter - created 2009 (as Elf), became Hobbit 2014, played until 2020
Hobbit Thief (NPC) - created 2017, became Hobbit 2018, played until 2020 - he's the only one that might qualify as "recent".

Note that none of these characters was played continuously every week through all those years; everyone has numerous characters and they cycle in and out of parties as the mood strikes.

The four that stopped in 2020 are technically on hold, all caught in the middle of a sea voyage to their (in theory) next adventure when covid hit. The one that carried on into 2021 is also now on hold as it has got too far into everyone else's in-setting future and I have to catch all the others up.

Also, I should point out that the numbers I gave upthread including that 13 total (a number which doesn't include the two reincarnatees, noted above; they count under "other") is just for my current campaign, running since 2008.
 

Remove ads

Remove ads

Top