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D&D 5E Kender a hafling subrace

Every time I played in the DL universe, I had Kenders. None of them ever caused trouble as I had exactly stressed that the player was not entitled to steal anything of value from any players. I had made a small rule that anything the Kender might need might be in his pack/pouch/boots/pocket or whatever. From a copper to a single lock pick (or fish bone) in his boots that exactly fitted the lock of the prison... The "I need a bottle to take a sample" was often answered by the kender saying:" Would a bottle like this one be of use?". Kender were always seen as useful but at times, the players might be short changed by a steel or two that the kender happily provided back "Gee's you're lucky that I have spare change aren't you?"

Once a M-U was out of component because his pouch was stolen. The kender miraculously had the exact component needed in his pocket (a rose petal and a pinch of sand in a small packet). Yep, Kender were seen as fun and useful. Yep, sometimes they were taking a bigger share of the treasure, but which rogue never took a bonus for their toil?
 

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Every time I played in the DL universe, I had Kenders. None of them ever caused trouble as I had exactly stressed that the player was not entitled to steal anything of value from any players. I had made a small rule that anything the Kender might need might be in his pack/pouch/boots/pocket or whatever. From a copper to a single lock pick (or fish bone) in his boots that exactly fitted the lock of the prison... The "I need a bottle to take a sample" was often answered by the kender saying:" Would a bottle like this one be of use?". Kender were always seen as useful but at times, the players might be short changed by a steel or two that the kender happily provided back "Gee's you're lucky that I have spare change aren't you?"

Once a M-U was out of component because his pouch was stolen. The kender miraculously had the exact component needed in his pocket (a rose petal and a pinch of sand in a small packet). Yep, Kender were seen as fun and useful. Yep, sometimes they were taking a bigger share of the treasure, but which rogue never took a bonus for their toil?
This.

Alternatively/additionally, my Kender understand that humans and other races believe in personal property, but view it as an unnatural social construct that plagues the other races, and don’t really have any subconscious jealousy or possessiveness response in their psyche, so the idea of getting mad that someone took the really cool rock from your desk is just...alien. The desire to exclusively own things just isn’t there, and so the ability to truly understand that desire in others is limited.

They get really offended by people who are aggressively possessive of other people, too. They view it as a sort of soft slavery.
 

Also, people in my DL like Kender for a couple reasons.

A) They tend to be very likeable, personable, etc. They’re very empathetic, friendly, supportive, excited to the success of others, and tied to their lack of any natural jealousy response, they are only competitive in a jovial sort of way. You can count on a Kender to laugh and congratulate you when you beat them at a game.

2) They are fearless, which when combined with the above leads them to stand up for others against unfairness and bullying.

Lastly, they’re useful to have around. They’re great finders, hard workers when they can be kept on task, clever problem solvers, and nimble of hand and foot. They raise morale, they bounce back from hardship more easily than other folk, and they entertain and tell stories like none others, which modern folk wildly underestimate the importance of.
 


i love the possible situational comic that Kender could provide e.g. The party tries to buy something nonessential at the market and suddenly finds out , that the Kender borrowed all their coins to compare them coins with each other.
Of course the Kender forgot how much dosh his comrades have individually and that embarrassed him, so he hesitated to put the coins back into his friends purses.

Or: The party needs to put the big macguffin into the magic apparatus, the item they campaigned so hard for, only to realize it seems to be gone.
But all is fine, it is just the Kender who wanted to take some last looks on it, so he pilfered it from the PC who was carrying it.

These two examples are totally harmless imho, everyone who cannot laugh at such situations especially if they are role played nicely does imho lack some aspect of what good humor could be.
 




Where on earth do people get the idea that kender are incapable of learning about property? It's cultural guys, and nothing in the setting has ever said otherwise.
Well, apparently some kender defenders believe (and desire) it to be an ingrained ractial trait instead of cultural.
 

I’m a fan of the deep pockets feature they had in the Next playtest. I don’t remember exactly how it worked
From the playtest:

Kender​

Kender are a small race similar to halflings. Known to exist only on the world of Krynn—the DRAGONLANCE setting—kender are utterly fearless, insatiably curious, and unstoppably mobile and independent. They pick up anything that is not nailed down, and kender with claw hammers will get those things as well.

Traits​

As a kender, you have the following racial traits.
Ability Score Adjustment: Your Dexterity and Charisma scores increase by 1.
Size: Small.
Speed: 25 feet.
Fearless: You cannot be frightened.
Taunt: You have an uncanny insight into the motivations and characteristics of other races, and you can use this insight to infuriate them. As an action, you can unleash a verbal barrage of sarcasm, insults, and crude comments against a creature. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. You fail the contest if the target can’t understand you.
If you win the contest, the target must use its next action to attack only you. If you are out of range, it must charge at you or, failing that, hustle toward you. The target attacks you with disadvantage during this action.
If the target wins the contest, it is immune to your Taunt for 24 hours.
Kender Pockets: Kender constantly pick things up and pocket them, and then often forget about them. If you find yourself in need of a piece of nonmagical equipment, there is a 25 percent chance you have it. Roll a d4. If you roll a 4, you find the item in your pocket, pack, or pouch. If you roll anything else, you don’t have such an item on you, and you can’t search again for the same item until you’ve spent at least one day in a town or city. Rummaging through your pouches, pack, and pockets in this way takes 1 minute.
Languages: You can speak, read, and write Common and Kenderspeak. (Kenderspeak is a language unique to the DRAGONLANCE setting. If you are playing a kender in a different setting, check with your DM.)
 

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