Hobbits are very much like
small
humans,
thus their name.
?Hobbits are very much like
small humans, thus being sometimes referred to as halflings (archaic).>
As PCs, it is assumed that
any of the sub-races of the race of halflings
can be considered as that
of the halfling character in question.
Complete information on
hobbits
is found in AD?D, MM.
?trim above.>
Summary of Hobbit Racial Abilities:
Q: Both the Monster
Manual I and the
Best of DRAGON
Magazine Anthology, vol. III,
say that hobbits have a
+ 3 "to hit" with missile weapons.
Do PC halflings get this
bonus in
addition to any adjustments
for
DEX?
A: No; the + 3 bonus
is given only to NPC
halflings, who are assumed
to spend a lot
of time practicing with
short bows or
slings (as well as to have
high dexterities).
The + 3 bonus applies only
to these two
weapons.
(144.6)
Permitted Class Options:
A character of the hobbit race can be a fighter,
a thief, or a fighter/thief.
<revised in UA>
As hobbits are unable to
work beyond 6th level as fighters, it is most probable that the character
will be a thief or a multi-classed fighter/thief.
Ability
Score |
Cleric
(All) |
Druid
(All) |
Hairfoot (F) | Stout (F) | Tallfellow (F) | Thief
(All) |
15 | 4 | 61 | 4 | 5 | 6 | U |
16 | 4 | 72 | 4 | 5 | 6 | U |
17 | 5 | 93 | 5 | 6 | 7 | U |
18 | 6 | 114 | 5 | 6 | 7 | U |
18/50 | - | - | 6 | 7 | 8 | - |
18/90 | - | - | 7 | 8 | 9 | - |
19 | 8 | 135 | 8 | 9 | 10 | U |
20 | 10 | 135 | 8 | 9 | 10 | U |
1: CHA 15 also required.
2: CHA 15 also required. If CHA
is 16 or greater, the character can attain 8th level.
3: CHA 16 also required. If CHA
is 17 or greater, the character can attain 10th level.
4: CHA 17 also required. If CHA
is 18 or greater, the character can attain 12th level.
5: CHA 19 also required.
SA: Halfling clerics ?? druids who have attained max. level in the cleric class may be able to make some permanent magic items via the cleric class.
Multi-class Restrictions:
In the latter case the character is limited to the armor and weaponry of
a
thief whenever any such
functions are to be performed during the course
of an adventure. Furthermore,
earned experience is always divided
evenly between the two classes,
even though the character may no longer
be able to gain additional
levels as a fighter.
Saves:
All halfling characters have a high resistance to magic spells, so for
every
31/2 points of
constitution
ability the character possesses,
he or she gains a + 1 on
saves
vs. wands,
staves, rods, and spells.
This converts to the following
bonuses for constitution:
4-6 =
+ 1,
7-10
= +2,
11-13
=+3,
14-17
= +4, and
18 =
+5.
As halflings also have a
similar resistance to poisons of all sorts, they
gain
a constitution bonus identical
to that for saving throws versus magical
attacks when they make saving
throws versus poison, i.e. +1 to +5
depending on constitution
score.
Languages:
All halfling characters are able to speak the following languages in
addition to mankind's "common
tongue" and the alignment language:
dwarven, elven, gnome, goblin,
halfling, and orcish.
Halflings with INT above
16 can learn one additional language for every point of intelligence they
possess above the 16 minimum,
so at 17 INT the character
can learn one additional language, and at 18 intelligence two can be learned.
* Infravision: Certain
halfling characters have infravision.
Those with mixed blood are
assumed to have infravision which functions up to 30' distant, while those
of pure Stoutish blood are able to see heat radiation variation at up to
60'
(normal infravision).
Similarly, halflings of mixed
type and those of pure Stoutish blood are able to note if a passage is
an up or down grade 75% (d4, 1-3) of the time,
and they can determine direction
50% of the time.
Note that these abilities
function only when the character is concentrating on the desired
information to the exclusion of all other thought ?? activity.
* Surprise: If alone
(or well in advance - 90' or more - of a party which does not
consist entirely of halflings
or elves not in metal armor) and not in metal
armor, halfling characters
are able to move very silently; thus, if they do
not have to open some form
of door or other screen, they will surprise
(q.v.)
a monster 66 2/3% (d6, 1-4)
of the time. If a door must be opened,
chance for surprise drops
to 33 1 /3% (d6, 1-2).
Hobbit characters must accept
a penalty of -1 from their initially
generated strength ability
score, and they gain a bonus of + 1 on dexterity.
DMG:
Hobbits are
quite similar to gnomes,
although
they eat more and drink less.
They also are prone to favor
natural beauty and the outdoors more than they do their burrows.
They are not forward,
but they
are observant and conversational if in friendly company.
Because they are more open
and outgoing than either dwarves or elves,
they
get along with most other races far better than the former two do.
Halflings see wealth as
a means of gaining comforts only,
for they
love creature comforts.
If they are not overly brave
or ambitious,
they
are generally honest and hard-working when there is need.
Halflings love stories and
good jokes and are perhaps a trifle boring at times.
<ENCOUNTER
REACTIONS>
<
TRAIT \ GENERAL TENDENCIES:
perceptive, loquacious*
TRAIT \ INTERESTS: foods
& preparation <note: add a few rolls on the food
table to the treasure type>
TRAIT \ BRAVERY (named NPCs): reroll if 4(foolhardy) or 5(fearless). second roll applies.
* Hobbits (friendly+) and
copper dragons are special cases, when it comes to TALK.
Extended scripts (eg. Menzoberranzan,
BG), instead of the default "1-liners"**, might not be a bad idea.
Weather, how's your Mom,
what did you have for breakfast, bits of wisdom, etc, etc, etc, etc.
Think of it like this: how
long does your average combat last?
With the hobbits, very mundane,
"perhaps a trifle boring".
** even
that might be too detailed for most monsters. see the notes for TALK templates
at Encounter Reactions (D102.8).
TALK(zy)
if l = l
then
speaker(active character) && tone(HAUGHTY(LG), MEEK(), ABUSIVE(),
NICE()) && gift(TRADE) =
result(attack, hostile, neutral.hostile, neutral, neutral.friendly, friendly,
helpful)
>
<ENCOUNTER REACTIONS>
AT A GLANCE:
Halflings are the smallest
of the major races, and to see their communities outside some major (and
minor) cities, the most numerous (and growing).
They tend to resemble small
street urchins, wise beyond their years.
The Halfling of the FR
has a light covering of hairy down all over their bodies, which is most
noticable on the backs of their hands and tops of their bare feet.
Often their faces are bare,
though there are more than a few full-bearded halflings as well.
ELMINSTER'S
NOTES:
The Halfling people have
a saying: "First there were Dragons, then
Dwarves,
then Elves, then
Men.
Then it's our turn!"
This attitude that all will
turn out to their benefit (and be served up to them on a silver
platter) is typical of the Halfling mindset; cocksure, confident,
and with more than a streak of larceny.
A Halfling's appearance,
similar to that of a small human child, belies the fact that this is a
race with the same basic needs as any other.
They live in many of the
same areas as mankind, and may be considered a competitor.
Yet as opposed to being
hostile, Halflings have a smug, far-sighted attitude that these lumbering
giants will eventually leave, destroy themselves, or give themselves up,
and that which remains will be theirs.
This is not to say that halflings
as a race or individuals are evil, for they would do nothing to harm another
unless harm had been inflicted on them.
But the tendency to take
advantage is strong.
Many a human thieves'-guild
has as its master-thief a small child-like creature who can sneak into
and out of areas that larger folk cannot manage.
Halflings are delighted by
the concept of money, which they consider a human
invention which redeems the race.
They enjoy gathering bunches
of it, but unlike the dwarves and their ancient hordes, they see no point
in keeping it, rather frittering it away on gifts, parties, and purchases.
Money is a way of keeping
score on how well you are doing against the lumbering men.
Halflings come in all shades
and with the same variety of hair and eye color as men.
They tend to respect their
families as groups you do not steal from (though borrowing is permitted),
and show a strong loyalty to friends and those who have stood up for them.
There seem to be no racial
sub-groups of Halflings, though to the far south there is said to be a
nation of the creatures, called Luiren, whose inhabitants have pointy ears.
?>
Considering the fact that
most of the dominant races of the Inner Sea have come originally from the
South, the idea of a Halfling nation is disturbing in the least.
Hobniz Homelands (Greyhawk)
01-02 | Bissel |
03-05 | Celene |
06-07 | Dyvers |
08-11 | Furyondy |
12-13 | Geoff |
14-16 | Gran March |
17-19 | Great Kingdom |
20-22 | Greyhawk |
23-25 | Highfolk |
26-27 | Idee |
28-32 | Irongate |
33-35 | Keoland |
36-38 | Nyrond |
39-40 | Theocracy of the Pale |
41-42 | Perrenland |
43 | Shield Lands |
44-45 | Spindrift Isles |
46-47 | Sterich |
48-49 | Tenh |
50-57 | County of Ulek |
58-60 | Principality of Ulek |
61-66 | County of Urnst |
67-74 | Duchy of Urnst |
75-76 | Veluna |
77-83 | Wild Coast |
84-87 | Yeomanry |
88 | Dreadwood |
89-90 | Gamboge forest |
91-92 | Gnarley Forest |
93-94 | Grandwood Forest |
95-96 | Vesve Forest |
97-00 | Welkwood |
Hobniz Clothing
(Greyhawk):
Gnomes ? halflings dress in a similar fashion,
often
replacing their trousers with knee-length
britches.
The gnomes favor more stolid colors --
brown
breeks, a tan blouse, green boots and belt,
with a dark
brown jacket or coat. A halfling in the
same garb
might have a yellow shirt and top off with
a cap of
green with a bright yellow feather in it.
Both races
will often wear striped clothing. When
hunting or at
war, they likewise favor garb of a curiously
mottled
sort, with greens and browns intermixed.
Gary, there are several abilities granted to demi-humans in the OAD?D Monster Manual that are not included in the Players Handbook. Specifically:
...
Halflings are +3 to hit with bows and slings.
...
Are these editorial oversights
in the PHB (akin to the infamous falling damage debacle),
or did you intend for these
abilities to be restricted to NPC demi-humans only?
Thanks once again for your
time!
I did oindeed intend the
advantages to be for NPCs, but there's no
reason not to use them for PC's.
Split-fire and move means half movement, archery, then remaining movement, of course.
Gary
DMPrata wrote:
Gary, here's a nice, safe,
non-initiative, non-alignment question for you.
In the AD?D® Players Handbook,
elves and halflings are given increased chances to surprise opponents.
It is explicitly stated, however, that they must be in non-metal armor,
and either alone, with others of their kind, or well in advance of a mixed
group. Do these same strictures apply to other PCs with enhanced surprise
chances (e.g., rangers and barbarians), or does a mixed group that includes
a ranger, for instance, receive the benefit of his surprise ability in
most cases? Simply put, do rangers surprise 3 in 6 when with a party of
non-rangers, or only when by themselves?
I'd treat a mixed group
with the stealth ability implied in the rule as homogenous--all the same
in that regard;)
Cheers,
Gary
Quote:
Originally posted by Cias
the Noble
2. The Monster
Manual seems to indicate that dwarves, gnomes, and halflings have
a lower base movement rate than their human counterparts (even after armor
considerations) but the PHB and DMG
say nothing of this. Was this the original intent?
Base movement rate for demi-humans
is that shown for the race in the MM,
and it was always used for such PCs in all the game material I did--my
own campaign and in modules printed.
Gary, one more if I may,
and then I promise to leave you be for a few days.
In an earlier discussion of movement rates, you mentioned that you felt
9" was a good base movement rate for an unarmored dwarf, gnome, or halfling
(and someone recently brought to my attention that this was done with a
pre-generated dwarven PC in S4 The Lost Caverns of Tsojcanth). Human
PCs have their movement cut in 3" increments as their encumbrance increases
-- 12", 9", 6", 3-4" (per
Players Handbook).
How would you suggest reducing the dwarf's movement rate? A few ideas that
I've seen bounced around:
9", 6", 3", 1"
or
9", 6", 4", 2"
or
9", 7", 5", 3"
or
9", 9", 6", 3"
How have you handled this?
The movement rate deduction
is in 25% streps, so for a dtyrdy dward I'd
say the steps are as follows
(one of the options you suggest):
9", 7", 5" 3"
Cheers,
Gary
Llaurenela wrote:
Hi Gary,
I have a few OD?D questions for you. From the 1st printing through the 6th printing, I know that the 5th printing still has hobbits, ents and balrogs and the 6th printing does not. I also know that the errata sheet applies to the 1st thru 4th printings and that the errata corrections were made starting in the 5th printing.
My questions are these: were there any text changes made between the 1st printing and the 2nd, 3rd or 4th printings? Were there any text changes made between the 4th printing and the 5th printing other than the errata being corrected? Is the 6th printing the first printing where changes were made due to copyright issues?
Just wondering if you had this information or not.
Thanks,
Llaurenela
The answers to your specific
questions are quite beyond me.
That sort of thing was managed
by the editing people without consultation with me.
As to the removal of hobbit,
ent, and balrog, that I can speak to.
One morning a marshall delivered
a summons to me as an officer of TSR.
It was from the Saul Zaents
division of ELan Merchandising, the sum named was $500,000,
and the filing claimed proprietarial
rights to the above names as well as to dwarf,
elf, goblin, orc, and some others too.
It also demanded a cease
and desist on the publication of the Battle of Five Armies game.
Of corsue the litigant was over-reaching, so in the end TSR did drop only the game (the author had assured us he was grandfathered in, but he and his attorney too were wrong) and the use of the names hobbit, balrog, and ent--even though hobbit was not created by JRRT, and ent was the Anglo-Saxon name for giant.
Mike Carr is the chap most likely to be able to answer your technical questions.
Cheers,
Gary
To halflings most weapons
they can wield are two-handed.
Quote:
Originally posted by Archade
So, O Great Sage, you are
telling me basically the art of a good DM is "wing that mother"? Good to
know I've been doing it right all along...
Here's a question for you. Obviously the current state of the halfling is a long running issue, as is indicated from early dragon magazines til today. Can you (legally) discuss the evolution from the hobbit to the halfling of at least AD?D, and your speculation of the current status of the hobbit?
Personally, I think the halflings of today more resemble the Kender from the Dragonlance fiction, or those wacky little guys from the movie Willow, far more than anyone living at Bag End. Anything you can share here?
Archade
When I included "hobbits"
in the D?D game it was tp attract the many JRRT fans, of course.
Note I couldn't resist punning
when I dias something like"
While this race has small
place in the game...
Anyway, when the Saul Zaents
Division of Elan Merchandizing came down on TSR about it, the only difference
was the name change, "halfling" replacing the old English "hobbit."
To get even, I then divided
hobbits into separate sub-species that somehow resembled creatures known
as "hobbits" as described by another author.
Whatever changes have occurred
since are not of my doing, and it is best that those who made them comment
further
BTW, I have played a couple
of halfling PCs, althougn not for any considerable period to time.
The one I would most enjoy
playing (OAD?D) currently is the gnome illusionist
thief I created some few years back but have had precious little opportunity
to play...
(Rathe, if you're reading this post, when you coming up to Lake Geneva and DMing for us again?!)
Cheerio,
Gary
Quote:
Originally posted by cimerians
Hello Gary,
Long time no post from me but I'm glad I've found a part IV thread here in ENWorld.
Just wanted to ask:
- What were the circumstances
on the hobbit race being removed from the original game? Was a letter from
Tolkien properties sent to TSR threatening legal action? or was it a more
friendly phone call to remove the buggers from the game?
Howdy Cimerians
Looks as if this new section of the never-ending thread is going to keep me here for a while...
TSR was served with papers
threatening damages to the tune of half a mil by the Saul Zantes (sp?)
division of Elan Merchandising on behalf of the tolkien Estate.
The main objection was to
the boardgame we were publishing, The Battle of Five Armies.
The author of that game
had given us a letter from his attorney claiming the work was grandfathered
because it was published after the copyrights for JRRT's works had lapsed
and before any renewals were made. The action also demanded we remove balrog,
dragon,
dwarf, elf, ent, goblin, hobbit, orc, and warg from the D?D game.
Although only balrog and
warg
were unique names we agreed to hobbit as well, kept the rest, of course.
The boardgame was dumped,
and thus the suit was settled out of court at that.
Quote:
Originally Posted by Gentlegamer
Despite his view on Tolkien,
our Dear Gary exhibits hobbit qualities to an astonishing degree!
Ah, those hair-footed pygmies
are too staid and set in routnes for me ?stick out tongue>
Heh,
Gary
Quote:
Originally Posted by Barak
Heh. While still dumb, she
would have been better off asking why halflings were so close to hobbits.
Ain't that the truth
Of course I purposely made them that was so as to annoy the Elan Merchandising folks--Hairfoots, Stouts, and Tallfellows... ?paranoid>
Cheers,
Gary
Quote:
Originally Posted by SuStel
Don't be silly! The offspring
of a human and a halfling would obviously be a
three-quarterling.
Hmmm...
A half-halfling should be
a quartling as surely as all female dwarves have luxuriant beards!
Gary
Comments
I wonder which sex among
halflings has the hairiest feet.
That's the ticket!
Aha! At last. Now I will
mark this place forever... or at least long enough for me to find it.
+18 now
-
ABILITY SCORE MODIFIERS:
RACIAL LIMITATIONS:
STRENGTH: 6/17
INTELLIGENCE: 6/18
WISDOM: 3/17
DEXTERITY: 8/19
CONSTITUTION: 10/18
CHARISMA: 3/18
RACISM, Hairfoot (HH): Neutral (duergar, svirfneblin, half-orcs), Tolerant
(AG: -5%: hill dwarves, mountain dwarves, gray elves, high elves, valley
elves, wild elves, wood elves, surface gnomes, half-elves, humans), Antipathy
(L: -5%, AG: -10%: drow), Preferred (L: +20%, AG: +15%: all halflings).
RACISM, Stout (HS):
RACISM, Tallfellow (HT):
STARTING AGE: Druid (40+3d4), Fighter (20+3d4), Thief (40+2d4)
AGE CATEGORIES: Young adult (23-33), Mature (34-68), Middle-aged (69-101),
Old (102-144), Venerable (145-199)
RACIAL TENDENCIES:
HEIGHT, M: 36. 01-10 (-d3), 11-90 (d100, 01-30 = -d3(/2), 31-70 = 0,
71-00 = +d3(/2)), 91-00 (+d6).
HEIGHT, F: 33. 01-10 (-d3), 11-90 (d100, 01-30 = -d3(/2), 31-70 = 0,
71-00 = +d3(/2)), 91-00 (+d3).
WEIGHT, M: 60. 01-10 (-2d4), 11-50 (d100, 01-30 = -d4, 31-70 = 0, 71-00
= +d4), 51-00 (+2d6).
WEIGHT, F: 50. 01-10 (-2d4), 11-50 (d100, 01-30 = -d4, 31-70 = 0, 71-00
= +d4), 51-00 (+2d4).
NPC ABILITY SCORE MODIFIERS: