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Kender as an appropriate race
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<blockquote data-quote="Desh-Rae-Halra" data-source="post: 6695341" data-attributes="member: 81852"><p>I played a kender clone in a Rolemaster game back in the 90s (<em>this opening line feels like announcing yourself at an AA meeting or something!!)</em></p><p></p><p>It was in a mixed group where some people role-played their characters, and others just kind of narrated from the 3rd person.</p><p>Playing the kender did bring a little inter-party tension with my problem of "finding" things, but it was never this 'game-stopping, we must kill this PC' scenario I am hearing about. </p><p></p><p>As for the "fearless" aspect, one way it manifested was in the scenario the party was dungeon crawling through a trap laden fortress set for bigger races (most traps with projectiles were set to fire at things human height, so small creatures like goblins wouldnt set them off).</p><p></p><p>So anytime the party (everyone else was human sized) came to a locked door, the question would be asked "Ok, who is going to open the door?"</p><p>My PC would excitedly volunteer "I will"</p><p>And in unison, several party members would shout "NO!"</p><p></p><p>Same kind of situation if there was a lever on the wall. All the other PCs are scared to pull it, but I would volunteer, which then offered the PCs the chance to debate if this was some kind of deadly trap, did it fit with their morals to allow me to do so. And the leader of the party was a Paladin. </p><p></p><p>So in some way,this PC was very much like what people often use their Eidolons for in Pathfinder. Go in that room, climb up there and get a look, etc. </p><p></p><p>It was tempered with the other narrative dynamic that the party realized the had a highly skilled rogue at their disposal, they just had to figure out how to channel it. </p><p></p><p>As a strategy, I tried to embrace a child-like curiosity about people and the world, which was very different from the other characters who were grim mercenaries. </p><p></p><p></p><p>On a different note: I firmly disagree that "A player arguing "that's what my character would do" is a dead giveaway you are dealing with a disruptive player and that they deserve to insta-die (summarizing from MG.0's post).</p><p> </p><p>If that is the case, then you should throw out any Bonds, Paladin Oaths, etc because those affect what a character should do. In fact, extending that logic, we should altogether ban archetypes and classes since someone might use those to help determine what their character would do.</p><p></p><p> From the 5E Players Handbook:</p><p>"Class is the primary definition of what your character can do. it is more than a profession, it is your characters calling. <strong><u>Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse</u></strong>" (p. 45).</p></blockquote><p></p>
[QUOTE="Desh-Rae-Halra, post: 6695341, member: 81852"] I played a kender clone in a Rolemaster game back in the 90s ([I]this opening line feels like announcing yourself at an AA meeting or something!!)[/I] It was in a mixed group where some people role-played their characters, and others just kind of narrated from the 3rd person. Playing the kender did bring a little inter-party tension with my problem of "finding" things, but it was never this 'game-stopping, we must kill this PC' scenario I am hearing about. As for the "fearless" aspect, one way it manifested was in the scenario the party was dungeon crawling through a trap laden fortress set for bigger races (most traps with projectiles were set to fire at things human height, so small creatures like goblins wouldnt set them off). So anytime the party (everyone else was human sized) came to a locked door, the question would be asked "Ok, who is going to open the door?" My PC would excitedly volunteer "I will" And in unison, several party members would shout "NO!" Same kind of situation if there was a lever on the wall. All the other PCs are scared to pull it, but I would volunteer, which then offered the PCs the chance to debate if this was some kind of deadly trap, did it fit with their morals to allow me to do so. And the leader of the party was a Paladin. So in some way,this PC was very much like what people often use their Eidolons for in Pathfinder. Go in that room, climb up there and get a look, etc. It was tempered with the other narrative dynamic that the party realized the had a highly skilled rogue at their disposal, they just had to figure out how to channel it. As a strategy, I tried to embrace a child-like curiosity about people and the world, which was very different from the other characters who were grim mercenaries. On a different note: I firmly disagree that "A player arguing "that's what my character would do" is a dead giveaway you are dealing with a disruptive player and that they deserve to insta-die (summarizing from MG.0's post). If that is the case, then you should throw out any Bonds, Paladin Oaths, etc because those affect what a character should do. In fact, extending that logic, we should altogether ban archetypes and classes since someone might use those to help determine what their character would do. From the 5E Players Handbook: "Class is the primary definition of what your character can do. it is more than a profession, it is your characters calling. [B][U]Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse[/U][/B]" (p. 45). [/QUOTE]
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