| VoodooMike |
On a mechanical level the PF halfling stinks. Yep, I said it. Halflings suck. What halflings do have going for them is a lot of flavour (both figuratively and, I'm told, literally) which is why they've always been a race many people have a soft spot for.
Using the Race Building Guide I made way-back when, which typically puts PF player races at 10 points, the halfling weighs in at around 5. They just don't have much going for them, and they're a slow speed race.
So, today I decided to put some thought into how the halfling might be brought up to the 10 point level such that people not only get delicious halfling flavour, but also some level of mechanical game balance to go with it.
My suggestion is this - keep everything the halfling already has, and add the following racial feature:
----
Squirmy (5 pts) - A halfling may take an additional 5-foot step during a combat round. In order to take the additional 5-foot step, the halfling sacrifices their move action for that round, and the halfling must have a move action in order to do this. All other restrictions on taking 5-foot steps apply to this additional step.
----
Now, why this? Well, it is an interesting and useful racial ability, for one, and one that fills out the point gap in the halfling. It also isn't profoundly overpowered, as simply giving them two 5-foot steps would be, in the long run. Because the costs the halfling their move action, it prevents a halfling rogue from making two 5-foot steps and then a full attack, for example, so it will be something the halfling uses situationally.
What it does do is provide some situational utility to all sorts of halfling characters. Martial characters can use it to better maneuver into flanking positions, or in a crowd of enemies, and casters can use it when they're caught in melee to get themselves out and safe from the enemy's 5-foot step and full attack the following round.
So the ultimate effect is to make the halfling more close-in mobile without giving it a huge boost in overall mobility and without having the ability become significantly more useful over time. If anything, racial abilities should become LESS useful over time, and the fact that you can't follow up a double-adjustment with a full attack or a full-round cast helps ensure that this falls into that category.
Comments? Criticisms? Alternatives?
| DrDew |
On a mechanical level the PF halfling stinks. Yep, I said it. Halflings suck. What halflings do have going for them is a lot of flavour (both figuratively and, I'm told, literally) which is why they've always been a race many people have a soft spot for.
Using the Race Building Guide I made way-back when, which typically puts PF player races at 10 points, the halfling weighs in at around 5. They just don't have much going for them, and they're a slow speed race.
So, today I decided to put some thought into how the halfling might be brought up to the 10 point level such that people not only get delicious halfling flavour, but also some level of mechanical game balance to go with it.
My suggestion is this - keep everything the halfling already has, and add the following racial feature:
----
Squirmy (5 pts) - A halfling may take an additional 5-foot step during a combat round. In order to take the additional 5-foot step, the halfling sacrifices their move action for that round, and the halfling must have a move action in order to do this. All other restrictions on taking 5-foot steps apply to this additional step.
----
Now, why this? Well, it is an interesting and useful racial ability, for one, and one that fills out the point gap in the halfling. It also isn't profoundly overpowered, as simply giving them two 5-foot steps would be, in the long run. Because the costs the halfling their move action, it prevents a halfling rogue from making two 5-foot steps and then a full attack, for example, so it will be something the halfling uses situationally.
What it does do is provide some situational utility to all sorts of halfling characters. Martial characters can use it to better maneuver into flanking positions, or in a crowd of enemies, and casters can use it when they're caught in melee to get themselves out and safe from the enemy's 5-foot step and full...
Can you explain how a Halfling is a 5pt race?
I'm getting 7.
-4 for speed
+1 for +2 vs fear (not much)
+4 for +1 all saves (+2 to one save = one feat so +1 to all saves seems about the same)
+2 for +2 perception (+2 to one skill = half feat)
+4 for +2 acrobatics and climb (+2 to two skills = feat)
Total +7
If we gave them back their +1 bonus to attack rolls with thrown weapons and slings that they had in 3.5 that might be another 2 points. It's a bonus with sub-optimal weapon choices so I might even call that 1 point.
At 8 or 9 with that.
They also had a +2 to move silently in 3.5. Change it to +2 Stealth and there's another +2.
This puts them at 10-11 points just by giving them back what they had in 3.5
| Lord Twig |
What about the +1 to hit and +1 to AC for being Small size?
The +2 Dex, +2 Cha, -2 Str would be equal to any other race really, just don't pick a class that needs Str as a primary stat. They would make excellent spontaneous (Cha) casters.
Edit: Oh, they would get -1 to CMB, CMD and damage (small weapons). But that really doesn't matter if you are a caster. Even a Bard or Rogue would have no problem with these. Plus they do get a +4 size bonus to Stealth.
| VoodooMike |
Can you explain how a Halfling is a 5pt race?
I'm getting 7.
-4 for speed
+1 for +2 vs fear (not much)
+4 for +1 all saves (+2 to one save = one feat so +1 to all saves seems about the same)
+2 for +2 perception (+2 to one skill = half feat)
+4 for +2 acrobatics and climb (+2 to two skills = feat)
Total +7
+2 to two skills is a 2 point thing, and +2 to one skill is 1 point. Under Pathfinder +2 to two skills is NOT worth a feat because, you'll note, the feats that improve skills FURTHER IMPROVE THEM later on by an additional amount. This is covered in the original race building guide.
So, its:
Slow Speed (-4 pts)
Fearless (1 pt)
Halfling Luck (4 pts)
Keen Senses (1 pt)
Sure-Footed (2 pts)
Weapon Familiarity (1 pt)
I'm even slow to charge them the point for weapon familiarity since, really, slings are not likely to get used... but the guide typically charges 1 pt for weapon familiarity that gives automagical proficienceies so... that adds up to 5 points.
I don't like the old 3.5 adjustments, frankly, and apparently neither does Paizo. Too much focus on thrown weapons will make the race seem like it is being aimed at the Alchemist class, something that doesn't mesh well with the flavour of the race or the class. The additional stealth bonus would represent 1 point, bringing it up to 6, or maybe 5 if we dump the 1 point cost of being sling-proficient (gerk!)
RedDogMT
|
You are only looking at the Halfling from the aspect of combat...why would it be surprising that they are not as good? Thier strength and size is a disadvantage for fighting classes, but they can be better Rogues, Sorcerers, and Bards than some of the other races.
The only real detriment I see for Halflings (and dwarves and gnomes) is that they have a 20 base move. This makes perfect sense because of their small stature, but it sure can be a disadvantage in combat. I would still not change it though.
| VoodooMike |
What about the +1 to hit and +1 to AC for being Small size?
You are only looking at the Halfling from the aspect of combat...why would it be surprising that they are at a disadvantage? Thier strength and size is a disadvantage for fighting classes, but they can be better Rogues, Sorcerers, and Bards than some of the other races.
Ok, I'm not going to argue the validity of the race building guide in this thread - there's a whole thread for that if you disagree with it. If you DO disagree with that aspect, then you can sit this thread out because it is BASED on that.
Small size and everything that goes with it is a 0 point adjustment. It works out for the Dwarf and Gnome races in balancing them with the medium races.
Yes, I'm talking about combat because there are no numbers to cover role-playing - that's all flavour text. For the non-combat aspect of being a rogue, sorcerer, or bard, you're still better off being a different race, mechanically speaking.
Are halflings better...
Rogues than Elves? (faster, more skill points, real weapons, lowlight vision)
Rogues than Humans? (faster, more skill points, extra feat)
Sorcerers than Gnomes? (Bonus early HP, inherent spells, bonus magic DC)
Bards than Gnomes? (same as sorcerer)
If we're talking about it from a flavour angle... Halfling Sorcerers sound like they'd be a common and important part of halfling culture?
The question becomes this - is the halfling "as good" mechanically as the other base player races. If not, then there's a case for improving it to be on par with them in a way that doesn't detract from them on a flavour level.
| Disciple of Sakura |
I also found that halfling stats were lacking in Pathfinder. If you're so inclined, here's what I did for them:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling fortune.
Halfling Fortune: Halflings receive a +1 racial bonus on all saving throws.
Halfling Luck: Halflings receive a bonus Luck feat (see Complete Scoundrel) for which they meet the prerequisites at first level.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Athletics (or climb, if you aren't like me and haven't pulled jump out of acrobatics and merged it with climb...) skill checks.
Adept Rider: Halflings receive a +4 racial bonus on Ride checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
| VoodooMike |
ZappoHisBane - You're right, dwarves aren't small, just slow. Too much time calling them "Stunties" and using them as arm rests made me forget that they're "technically" medium size... just not where it counts (I've heard).
AdAstraGames - and don't even get me started on the overuse of semi-colons!
DoS - If luck feats were introduced into pathfinder then they'd certainly make a goood fit with the halfling. If anything, in that situation, I'd drop their +1 to all saves and replace it and the bonus luck feat with a racial ability that gives them a bonus luck "use" every <x> levels to represent their constant good fortune. That'd encourage halfling players to invest in luck feats at the expense of the feats they'd normally be using, but pay them good dividends for doing so.
meatrace - I'm very reluctant to give halflings the 30 foot base speed because it just makes gnomes completely unattractive, being the only race that falls below 20 feet movement in armor. Similarly it doesn't fit in with classic fluff/flavour where halflings (or hobbits even) moved slowly enough that people would carry them or put them on pack horses so as not to slow the group down. The physical description makes halflings the smallest of the races - a few inches shorter than the gnomes.
| Oliver McShade |
Same old Same old
3.0 messed up when they gave Small creatures a slower movement speed. While understandable, and Realistic, it really means that many players will avoid the small races because of speed.
This was not the case in Basic or 1, 2nd ed were most small races moved at the same rate as medium creatures.
What is worst.... Kobolds and Goblins were given exception to the small rule, and have 30 foot movement rates.
....
Oh well to late now. :(
| meatrace |
meatrace - I'm very reluctant to give halflings the 30 foot base speed because it just makes gnomes completely unattractive, being the only race that falls below 20 feet movement in armor. Similarly it doesn't fit in with classic fluff/flavour where halflings (or hobbits even) moved slowly enough that people would carry them or put them on pack horses so as not to slow the group down. The physical description makes halflings the smallest of the races - a few inches shorter than the gnomes.
Few things. Halflings are not Hobbits, but a new deal entirely. Even 2nd edition AD&D halflings were hobbits. Don't feel constrained by tolkien. Also, they are supposed to be spry. How spry are they if they take twice as long (in actions) to get into combat/position/scout as everyone else. 4e gives them 30 foot movement as well.
As for gnomes. F&%! gnomes.
| IdleMind |
Your problem isn't with halflings, its with gnomes, as meatrace so eloquently put it. I haven't been using gnomes in any campaign setting I've run since 2e, and I don't miss them at all. You probably won't either. The only issue you encounter then, if you remove the Halfling's movement limitation; is if Dwarves are too weak then in term of the "metabalance" between races. Just my 2cp.
-Idle
PS Second to the whole "Halflings are not Hobbits" thing. The took on some elements of them (short, furry, humanlike, family-oriented, lucky) but have developed their own niche since 3e.
| Karel Gheysens |
Why not simply make some of the advanced traits as standard traits? Seems less radical then what you are doing.
And shouldn't the advanced rules be included in the guide somehow? Some of the traits that can be selected seem interesting (more interesting then those for other races?) and the favoured class bonusses don't seem bad.
Just find it hard to believe they messed up so hard. Assuming your analysis is correct (and I can't find why it wouldn't be eventhough I get to 5 in a different way) the halfling is effectively an NCP race.
0gre
|
The two big problems/ reasons people don't play halflings:
Your solution doesn't really touch on either of these issues which is baffling. The first problem is pretty much impossible to solve, the way to fix the second is to give them a +2 to INT instead of CHA.
The speed issue is a sideshow, yeah it's a disadvantage but the race has a ton of great features to balance it. If it's that big an issue halflings can get a mount or a wand of longstrider.
| Kierato |
The Halfling has always been one of my favorite races, but then again, I always go for roleplay. Looking at the race now, I can see how it is a little weak. Here is my Suggestion:
-2 str, +2 dex, +2 cha
small
20 ft speed(-4)
+2 perception, acrobatics, & climb(+3)
Immune to fear (+2)
+1 to all saves (+4)
Weapon familiarity (+1)
Nimble Moves as a bonus feat, even if they do not meet the requirements (+4)
But then again, there is always the roleplay value, and in a RPG, isn't that what's important?
| meatrace |
Anyone who thinks that Gnomes and Halflings are anything alike obviously doesn't pay a BIT of attention to fluff, that or they haven't bothered LOOKING at the non mechanical pathfinder changes to the gnome.
I have, and while it does do a lot to differentiate the races, it does nothing to make me want to play a gnome.
Call it a quirk. I love halflings, but hate gnomes and kender.
Gorbacz
|
I believe that this thread is about crunch, so ... yeah, Small weapons is where the problem is at. However, Small races can ride Medium mounts, meaning that a Halfling Paladin/Cavalier can ride his trusty Riding Dog steed where a horsie won't fit, which is, well, 80% of places in an average dungeon crawl.
| Bilbo Bang-Bang |
I quite fond of halflings and gnomes. Ever since the old 2ed Complete series made a book which featured both in one handy place. I have recently "fixed" both in terms of speed by taking a level in cleric or inquisitor and choosing travel as the domain. This domain gives the character an extra 10' feet of movement just for using it. I enjoy using these classes, so it works into my backgrounds fairly easily. This may not be your answer, but it helps me. Another note is that the Cavalier is the best melee class a small race can take do their ability to stay mounted. Another person already stated this, but it requires repeating. A dog can and will go nearly anywhere no horse can or will.
Thalin
|
In general halflings are one of my favorite races. +2 dex +2 cha is perfect for Oracles, sorcerers, and archer paladins (yes, it is a very good niche). +1 AC, +1 all saves... tough to pas those bonuses. +1 to all saves is the 3rd best "free racial feat" (Dwarf, then human beating them out).
Reall I rank halflings well above half-orcs as a playable race. Dwarves are the best, but have limited stat locations (save bonuses make them the best fighters IMHO, despite no str bonus), Humans are just versatile, elves have a con tax but some great abilities, I put halflings right behind them (good at their roles, but CHA is the worst stat), then gnomes (talk about limited rolls), following the half-races (half-elf are the best summoners just for their favored class bonus, but I scratch my head every time someone plays a half-Orc).
In short, regardless of your point structure in practice I consider halflings a mid-tier race, which needs no improvements. Narrow yes, but save bonuses and solid qualities for CHA based classes are great.
| Pendagast |
I agree with the 5 point assessment, maybe that is why they are called "halflings" they get 5 points instead of 10....
Alternately offering a "free" feat from the APG is a great option....
well-prepared
child-like
Go Unnoticed
are some options
not a bad idea either.
I played a halfling fighter in CoT.
he was NE, no one ever suspected him.
even with his wee blade, after about 6th level he was a damage monster with vital strike, he nearly always hit, and hardly ever got hot, just seemed like the little bonuses he got were just enough, coupled with the fact no one ever considered him the major threat.
Halfing fighter? yea ok....we will deal with him once everyone else is dead.
I designed him as part Samewise and part Smeagol.
with that said, because im less likely to play a race in 'an intended class' things like well prepared, child like or go unnoticed would be a wasted to say a fighter.
an extra 5 foot step or free nimble moves? (or both! droooly drooly) and id say ANY class could use those.
it certainly wouldnt be unbalancing... and it be sure to have a bundle more halflings at the table.
Or maybe give a set of choices for the halfling?
A
or
B
or
C
| Blueluck |
Squirmy (5 pts) - A halfling may take an additional 5-foot step during a combat round. In order to take the additional 5-foot step, the halfling sacrifices their move action for that round, and the halfling must have a move action in order to do this. All other restrictions on taking 5-foot steps apply to this additional step.
No, don't do it. Playing with the 5' step is dangerous.
Halflings & Gnomes are both toward the weaker end of the race spectrum, but there are better ways to fix that.
| Sean FitzSimon |
VoodooMike wrote:Squirmy (5 pts) - A halfling may take an additional 5-foot step during a combat round. In order to take the additional 5-foot step, the halfling sacrifices their move action for that round, and the halfling must have a move action in order to do this. All other restrictions on taking 5-foot steps apply to this additional step.No, don't do it. Playing with the 5' step is dangerous.
Halflings & Gnomes are both toward the weaker end of the race spectrum, but there are better ways to fix that.
I disagree. This is a carefully worded modification to the 5' step, and essentially just ends up being an auto-success tumble check for a very limited distance. I don't see the problem with that.
It's a powerful boon for casters (who could invest in acrobatics, and probably should), but not so much that it actually unbalances them.
| pluvia33 |
It's a powerful boon for casters (who could invest in acrobatics, and probably should), but not so much that it actually unbalances them.
Another ability this gives casters is avoiding the Concentration check for Casting Defensively when they cast a touch spell against an opponent they are already engaged with. They're engaged, so they take a 5-foot step back. They cast their touch spell while they're not engaged and take their second 5-foot step back up to the opponent to make the melee touch attack. Pretty cool ability.
| Sean FitzSimon |
Sean FitzSimon wrote:It's a powerful boon for casters (who could invest in acrobatics, and probably should), but not so much that it actually unbalances them.Another ability this gives casters is avoiding the Concentration check for Casting Defensively when they cast a touch spell against an opponent they are already engaged with. They're engaged, so they take a 5-foot step back. They cast their touch spell while they're not engaged and take their second 5-foot step back up to the opponent to make the melee touch attack. Pretty cool ability.
Which is about on par with a low level aberrant sorcerer, which I still see as very balanced. -Except that you still end your turn adjacent to the enemy, when the sorcerer is hanging back a few squares.
Edit: Hit submit too soon.
| Ksorkrax |
In my opinion, halflings are ok the way they are right now.
Full movement speed for halflings wouldn´t hurt, tough.
What I could imagine is a halfling variant that is a little bit more oriented on LotR: one of the most important characteristics of halflings in there is their ability to withstand evil magic, Frodo survives the ghostly poison of the witch king and is able to resist the lure of the one ring much longer than any human could, especially including strong willed humans like aragorn and powerful maiars like gandalf. The +1 to all saves goes in that direction but it could be emphasized in a stronger way (and calling it "luck" doesn´t fit to halflings in LotR)
Rogues than Humans? (faster, more skill points, extra feat)
Sorcerers than Gnomes? (Bonus early HP, inherent spells, bonus magic DC)
Bards than Gnomes? (same as sorcerer)
ad Rogues: since Halflings are small, they get +1 Attack and +1 AC, both size bonuses so they stack with everything. While the extra feat of the human is nice, halflings get nice skill boni: +2 on Perception, Acrobatics and Climb, +4 on Stealth - all iconic Rogue skills.
ad Sorcerers: Halflings get +2 Dex, Gnomes don´t - makes Halflings better ray specialistsad Bards: Dex is also nice on Bards.
For the -2 average damage, how about some special fighting styles that make use of the fact that most shields and armors aren´t made to block attacks from below? Maybe an attack that targets the achilles tendon, crippling the victim?
Maybe more feats that concentrate on causing conditions and the like, like a large collection of poisons?
0gre
|
Oliver McShade wrote:This was not the case in Basic or 1, 2nd ed were most small races moved at the same rate as medium creatures.In 1E, halflings had a movement rate of 9", slower than medium-size humans.
I don't know about most groups but ours didn't really use a battlemat or a tape measure... or often even minis when we played AD&D. So yeah they were slower but the effect wasn't as quantifiable.
Also without attacks of opportunity, acrobatics, difficult terrain, etc the halflings movement just didn't become an issue until the game became more tactical in 3.x.
0gre
|
For the -2 average damage, how about some special fighting styles that make use of the fact that most shields and armors aren´t made to block attacks from below? Maybe an attack that targets the achilles tendon, crippling the victim?
Maybe more feats that concentrate on causing conditions and the like, like a large collection of poisons?
For ranged characters such as archers or slingers the attack bonus due to size allows halflings to have a lower base dexterity than their larger counterparts and get the same attack rolls. So a halfling archer can invest slightly less into dexterity and use the difference to increase their strength. Alternately he can take the strength hit and use rapidshot and deadly aim more often. In melee the size bonus is directly offset by their strength penalty so they are just screwed there.
| Pendagast |
I've been thinking about that five foot step thing and it bugs me to say, that although I like it, it would be absued by casters.
maybe if there was something keeping the halfling from using the same squares in the same round, ie he would have to travel in a certain direction (running under the trolls legs)
"squirmy" isn't dancing from square A into sqaure B with a 5 foot step and back to square A again with another.
But if he went from A to B with one five foot step, took an attack, and then with his move action used another 5 foot to move into square C. (yes i know trolls have reach) then i could see it.
Popping in and out of combat like a lil annoying wanker to cast spells would be so annoying it get halflings as a race banned from almost all gaming tables.
| Skull |
Just remember - while halflings look cute, even when they grow up, they tend to remain small and annoying.
So, when taking your halflings from the shelter, please, please, for the sake of others, have them fixed!
Oh. You meant ANOTHER kind of fixed...
Er, tell the nurse 'nevermind...'
+1
Seems I wasnt the only one who read the subject of the thread and though along those lines. :)
| Cartigan |
Anyone who thinks that Gnomes and Halflings are anything alike obviously doesn't pay a BIT of attention to fluff, that or they haven't bothered LOOKING at the non mechanical pathfinder changes to the gnome.
Anyone who thinks that matters in combat doesn't play a game with combat.
| Firest |
If you want to bring fluff into it then let's go back to the original source.
What made Hobbits so important in the Lord of the Rings wasn't their low combat ability, it was their resistance to magic. That Hobbits could carry around an incredibly corrupting magical artifact for decades without succumbing to it.
| Karel Gheysens |
nofi but your interpretation of lord of the rings if wrong.
Frodo and Biblo aren't corrupted by the ring as fast as others do because they didn't take the ring out of greed as the others did though out of pity.
And they didn't use/try to use it as often as the others do.
I don't see where magical resistances comes into play. If anything, Frodo miserably fails his saving thrown near the end of story. As does Biblo when he is supposed to leave it in the envelope.
And aren't the hobbits influenced in that magical forest with Tom Bombadil?
What made hobbits important in Lord of the Rings is the fact they are unimportant nitwits before Lord of the Rings.
| Cartigan |
If you want to bring fluff into it then let's go back to the original source.
What made Hobbits so important in the Lord of the Rings wasn't their low combat ability, it was their resistance to magic. That Hobbits could carry around an incredibly corrupting magical artifact for decades without succumbing to it.
Which wasn't what happened either.
They weren't resistant to magic at all - they were just exceedingly pure at heart and innocent as a race so the corrupting influence of the one ring didn't lead them to war or conquering because they had no interest in power or dominion.