Thursday, April 9, 2026

Hacking 2e: Halflings

The 2e Halfling is a smash-up of the Dwarf and Elf, pulling traits from both, with a few weird exceptions based on racial subtypes.

These subtypes represent the only instance in the PHB where a demihuman has different traits based on their ancestry within their race. This wasn’t a foreign concept by 1989 – Unearthed Arcana had provided unique subtype abilities years earlier – but it’s interesting for being the only place this occurs in the core book, and that only one of the three subtypes (Stout) gets any real benefit. This idea would be expanded later within the glut of 2e splatbooks, but it wouldn’t see primetime again until 5e.

The implementation in 2e is rather fiddly. It’s a die roll to determine if your Halfling has “any Stoutish blood”, which gets you either full or half infravision, and some limited underground data as per the Dwarven trait. Overall, the chances of getting this are a little better than a third, and the traits only make sense for this Dwarf-like type of Halfling. I’m in favor of scrapping the whole bit. As such, I’ll skip these as I break down the Halfling.

 

1. Dwarf Traits

They get all the Dwarf bonuses to Rod, Staff, or Wand, Spells, and Poison, and the same progression. That means I can just copy/paste here.

Although, I need to ask why Halflings get Poison resistance. Sure, they’re tough, but they’re not Dwarf tough. We’re talking Hobbits here, the most famous of whom got badly poisoned twice, and whose poisoned wounds haunted him until the end of his days.

This translates to a Death Saving Throw in the hack, but still. If we wanted to give the Halfling something more apt, I’d say Danger is the better save. Those little guys are always pulling their butts out of the fire. It also keeps them a bit unique from the Dwarf, so I’m for it. We can give a nod to the later editions and call this “Halfling Luck”.

 

2. Elf Traits

Halflings have both the Elf’s +1 to Attack Rolls (but just for thrown weapons and slings) and the penalty to opponent surprise rolls. With a minor alteration to the former, we can duplicate both traits directly from the Elf.

In the Monstrous Manual, Halflings also receive an attack bonus when using bows, but not when using thrown weapons. As I’m a generous soul, I’ll give them the bow bonus, as well.

 

3. Halfling Traits

Due to trashing the Stout bloodline, we’re short a trait (but wealthy in short jokes).

Let's go back to the Halfling’s Monstrous Manual entry once again. There are two traits listed there which don’t make it into the playable version: becoming invisible while hiding in vegetation and a bonus to reaction rolls involving human NPCs.

The first is just Hide in Shadows, but only for foliage. This is actually a feature of Elves as well, but they’re already able to see by the stars and are functionally immune to charms, so I’ll leave it for the Halfling. I think the best way to offer this feature is to give them Hide in Shadows with a score of 0, upgradable by Rogues as usual, but considered to be a score of 20 if hiding in the greenery.iHasdf

The second one is a bit difficult to parse, at least as I read it. It states specifically: “They get along well with humans and receive a +2 bonus to all their Reaction Rolls involving human NPCs.” Who is this bonus applying to? Is it the Human’s roll or the Halfling’s? The internet suggests it’s probably the former (thanks howandwhy99). Regardless, this one can stay in the Manual. Let’s use the hiding bit.

 

4. The Hacked Halfling

Halflings are small, cheerful, honest, and clever. They enjoy comfort and good food. They live in well-furnished burrows in pastoral, rolling hills and near fertile farmland.

Halflings have the following traits:

Nearly Nonmagical: Bonus to Magic Saving Throw score as shown in the Constitution Saving Throw Bonus table. Cannot cast spells, but can use magical items.

Halfling Luck: Bonus to Danger Saving Throw score as shown in the Constitution Saving Throw Bonus table.

Cultural Weaponry: +1 ATTAC (Addition to Target AC) when using short bows, thrown weapons, or slings.

Silent Step: Gains Move Silently skill with a score of 20. When used by a Halfling, the skill has the following changes:
- Always considered to be in use
- No penalty to movement
- Penalty to opponent Surprise Score is increased to –4
- Cannot be used with metal armor

Natural Invisibility: Gains Hide in Shadows skill with a score of 0. When used by a Halfling, the skill has the following change:
- When hiding in natural concealment, such as bushes, trees, or other vegetation, the score becomes 20.

 

5. Final Note

This Halfling is quite altered from it’s original form, but hopefully not so much so as to be unrecognizable. It retains the magic bonus, weapon bonus, and inherent sneakiness, while discarding Dwarf features in favor of a bit more sneakiness and (what I feel is) a more appropriate Saving Throw mod.

Next time, I’ll move onto our final demihuman: the Half-elf.

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