Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
RPG Evolution: The Trouble with Halflings
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Neonchameleon" data-source="post: 8703747" data-attributes="member: 87792"><p>Can we talk about <em>actual</em> 5e halflings with reference to the <a href="https://www.dndbeyond.com/races/14-halfling" target="_blank">5e halfling lore</a> and not whatever you appear to have invented to justify your dislike of halflings. To quote the actual 5e lore:</p><p style="margin-left: 20px"><em>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.</em></p><p></p><p>There is nothing in that about how halflings are designed for comfort and rely on big folk for defence. Instead they just don't like fighting - but can explicitly display remarkable ferocity when their friends, families, or communities are threatened. I'd say that "remarkable ferocity when their community is threatened" is a pretty succinct summary of Tucker's Kobolds.</p><p></p><p>If we are dealing with <em>actual</em> 5e lore rather than whatever you think it is then it is trivial to integrate halflings into the campaign world. To quote the PHB again:</p><p style="margin-left: 20px">Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.</p> <p style="margin-left: 20px">...</p> <p style="margin-left: 20px">Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.</p><p></p><p>I do not know how you have any problem saying "there are villages of halflings and in almost any multiracial town or city there are significant numbers of halflings going about their business". There is precisely zero problem integrating this into any world in which there are NPCs. I don't see where the problem is here.</p><p></p><p>OK. So some basics for my halflings that might make it easier for you.</p><ul> <li data-xf-list-type="ul">All halfling dwellings contain at least twice as many halflings as humans would expect by looking at the outside, and more normally four times as many halflings. They by default live in large extended families.</li> <li data-xf-list-type="ul">Halflings aren't more likely to be thieves than most other races. They are just normally used to living with effectively a dozen siblings that will borrow their stuff the way siblings do and can treat their adventuring companions the same way. This works both ways; halflings will offer to lend almost anything to their companions or get surprised that they bothered to ask and take a "you're family" approach to them too.</li> <li data-xf-list-type="ul">Every halfling dwelling has at least some area that you can't get to without squeezing <em>as a halfling</em> and all these entrances can be blocked off. This makes attacking halfling buildings that you can't burn down more trouble than it's worth (even goblins are going to suffer badly trying to attack it because the halflings will mug them while they are squeezing)</li> <li data-xf-list-type="ul">Every halfling is trained with and carries a sling with half a dozen bullets at just about all times. (OK, so this harks back to older edition lore). It's small, light, and cheap so it's practical (more practical than any other weapon except a belt knife which almost everyone carries anyway). This of course doesn't require special rules as every PC class is trained with slings. But halflings are better with slings than most and suffer precisely no disadvantages with them.</li> <li data-xf-list-type="ul">Rural halfling buildings are built making heavy use of the <a href="https://www.dndbeyond.com/spells/mold-earth" target="_blank"><em>Mold Earth</em></a> cantrip. The halflings take away the top layer, use Move Earth, hold a trampling party, set the supports, then hold another trampling party before moving the topsoil and plants back. The purpose of the trampling party is to make sure the earth is no longer loose packed (well, that and it's an excuse for another party). This makes halfling homes almost impossible to see from any direction except the door - and in hostile locations they disguise their doors as well. People can and do ride through halfling villages without knowing they are there. Big folk don't do this because it's much harder to create a much taller stable structure that isn't obvious while gnomes tend to use more flash and illusion and less physical work in their concealment.</li> <li data-xf-list-type="ul"><em>Hostile</em> rural environments also have boltholes built in in scattered locations the same way. The halflings know where they are.</li> <li data-xf-list-type="ul">Urban halfling buildings match whatever the local style is and prosperous halflings like to have a more or less bigfolk sized reception room, dining room, and drawing room. Urban halfling buildings are also frequently conversions from ones built for bigfolk - but outside the rooms intended for bigfolk have extra floors between the original floors, and the custom-built ones give that impression.</li> <li data-xf-list-type="ul">Halfling artisans have in their way as strong a reputation as dwarf, elf, or gnome artisans. When you want the very best you go to dwarves or elves. When you want experimental or flashy you go to gnomes. And when you want reliably good quality at reasonable prices you go to the practical halflings - but that's not normally what adventurers want.</li> </ul><p>There is precisely <em>no</em> problem integrating halflings with a setting unless you think the only purpose of a setting is to serve up themed rides to adventurers and no attempt at seeing who does what in the wider world should be done. Just as urban halfling criminal organisations are extremely effective and work well with halfling advantages.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8703747, member: 87792"] Can we talk about [I]actual[/I] 5e halflings with reference to the [URL='https://www.dndbeyond.com/races/14-halfling']5e halfling lore[/URL] and not whatever you appear to have invented to justify your dislike of halflings. To quote the actual 5e lore: [INDENT][I]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.[/I][/INDENT] There is nothing in that about how halflings are designed for comfort and rely on big folk for defence. Instead they just don't like fighting - but can explicitly display remarkable ferocity when their friends, families, or communities are threatened. I'd say that "remarkable ferocity when their community is threatened" is a pretty succinct summary of Tucker's Kobolds. If we are dealing with [I]actual[/I] 5e lore rather than whatever you think it is then it is trivial to integrate halflings into the campaign world. To quote the PHB again: [INDENT]Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.[/INDENT] [INDENT]...[/INDENT] [INDENT]Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.[/INDENT] [INDENT][/INDENT] [INDENT][/INDENT] [INDENT]Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.[/INDENT] I do not know how you have any problem saying "there are villages of halflings and in almost any multiracial town or city there are significant numbers of halflings going about their business". There is precisely zero problem integrating this into any world in which there are NPCs. I don't see where the problem is here. OK. So some basics for my halflings that might make it easier for you. [LIST] [*]All halfling dwellings contain at least twice as many halflings as humans would expect by looking at the outside, and more normally four times as many halflings. They by default live in large extended families. [*]Halflings aren't more likely to be thieves than most other races. They are just normally used to living with effectively a dozen siblings that will borrow their stuff the way siblings do and can treat their adventuring companions the same way. This works both ways; halflings will offer to lend almost anything to their companions or get surprised that they bothered to ask and take a "you're family" approach to them too. [*]Every halfling dwelling has at least some area that you can't get to without squeezing [I]as a halfling[/I] and all these entrances can be blocked off. This makes attacking halfling buildings that you can't burn down more trouble than it's worth (even goblins are going to suffer badly trying to attack it because the halflings will mug them while they are squeezing) [*]Every halfling is trained with and carries a sling with half a dozen bullets at just about all times. (OK, so this harks back to older edition lore). It's small, light, and cheap so it's practical (more practical than any other weapon except a belt knife which almost everyone carries anyway). This of course doesn't require special rules as every PC class is trained with slings. But halflings are better with slings than most and suffer precisely no disadvantages with them. [*]Rural halfling buildings are built making heavy use of the [URL='https://www.dndbeyond.com/spells/mold-earth'][I]Mold Earth[/I][/URL] cantrip. The halflings take away the top layer, use Move Earth, hold a trampling party, set the supports, then hold another trampling party before moving the topsoil and plants back. The purpose of the trampling party is to make sure the earth is no longer loose packed (well, that and it's an excuse for another party). This makes halfling homes almost impossible to see from any direction except the door - and in hostile locations they disguise their doors as well. People can and do ride through halfling villages without knowing they are there. Big folk don't do this because it's much harder to create a much taller stable structure that isn't obvious while gnomes tend to use more flash and illusion and less physical work in their concealment. [*][I]Hostile[/I] rural environments also have boltholes built in in scattered locations the same way. The halflings know where they are. [*]Urban halfling buildings match whatever the local style is and prosperous halflings like to have a more or less bigfolk sized reception room, dining room, and drawing room. Urban halfling buildings are also frequently conversions from ones built for bigfolk - but outside the rooms intended for bigfolk have extra floors between the original floors, and the custom-built ones give that impression. [*]Halfling artisans have in their way as strong a reputation as dwarf, elf, or gnome artisans. When you want the very best you go to dwarves or elves. When you want experimental or flashy you go to gnomes. And when you want reliably good quality at reasonable prices you go to the practical halflings - but that's not normally what adventurers want. [/LIST] There is precisely [I]no[/I] problem integrating halflings with a setting unless you think the only purpose of a setting is to serve up themed rides to adventurers and no attempt at seeing who does what in the wider world should be done. Just as urban halfling criminal organisations are extremely effective and work well with halfling advantages. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
RPG Evolution: The Trouble with Halflings
Top