

While many halflings did not have the ambition for adventure that some races did, most preferred trouble to boredom the race was notoriously curious. Because of their love for home and family, halflings made loyal and courageous allies, willing to put their own lives at risk for the sake of others. Some halflings did become adventurers, but usually this was a practice taken up for reasons of necessity rather than personal drive. They took pleasure in simple things, with few aspiring to greatness in the same manner as humans.

The halfling mind was practical and halflings concerned themselves with their immediate surroundings.

Halflings appeared deceptively harmless, meaning they were often beyond the notice of enemies that might otherwise pose a threat to them. Because they lived in a world where they were surrounded by larger creatures, halflings tended to avoid notice, often deliberately, or at the very least, acted cordial towards the larger races. Halflings were by nature joyful and friendly in their dealings with others. Although halflings had an affinity for collecting valuables, they did not prefer to wear these on their person, instead preferring more comfortable clothing. Halfling hairstyles were often complex, with strands woven together or braided. Nearly all male halflings were incapable of growing true beards, though many had long sideburns.
#Forgotten realms pantheon dnd beyond skin#
Most halflings had dark hair and eyes, regardless of their skin complexion which, although commonly ruddy in hue had a similar range to humans. In many ways, halflings resembled small humans and usually had the same proportions as the typical human adult. There is a thirst in the market for their product, brand and worlds, I don't understand why they're so stingy about delivering content that is anything more than ankle deep.Halflings were small in comparison with the members of most other races, standing somewhere from 2′8″‒3′4″ (81‒100 cm) tall and weighing on average between 30‒35 lb (14‒16 kg). We are almost two decades away from the days of over-published settings, and the vast majority of players right now weren't even playing the game when that was going on. My tune was different a few years ago when I wanted more non-FR material, but that was working under the assumption that Wizards would publish settings like they did in previous editions, as a line of books instead of a one-and-done entry into a world to never be revisited except in passing mention. ~170 pages would be a fine amount to detail some area of Faerun, like Thay or something, but Wizards isn't good about making that page budget work for an entire setting. This is why I would rather Wizards pick a setting or two and make more books in that setting, outside of pre-made adventures, instead of working their way through every niche setting. Regardless of how it's selling (it's the D&D brand, it's going to sell well), the message I see is generally one of consumer dissatisfaction. The criticisms I see repeated among the nay-sayers are rather consistent lack of space ship rules (the central feature of the setting), lack of setting depth, the included adventure is dubiously useful, not enough content at the asking price.
