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New Unearthed Arcana: Heroes of Krynn Revisited
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<blockquote data-quote="Hussar" data-source="post: 8617987" data-attributes="member: 22779"><p>Well, again, it depends on what you're trying to do. I think the whole fey wild connection was the attempt to give them something like the old Handling element without the kleptomania. So, they give them a quasi-magical ability, a kinda sorta magical background to explain why they have this kinda sort magical ability, meaning they don't actually have to say where the stuff in their pockets come from, and you're off to the races.</p><p></p><p>Additionally, you kinda had a very tenuous thread in that kender are born from gnomes originally and in 5e gnomes have a much stronger tie to fairy and faewild. So, there is some logic behind making a race born from a faerie race after said faerie race was mutated by a massive injection of chaos magic into a kind of faerie.</p><p></p><p>Now, since they've apparently just decided that handling isn't all that important, you no longer need the magical stuff, so, yeah, they've basically just halflings with taunt instead of lucky.</p><p></p><p>See, this is where I do disagree that this version of kender is more like the original, because, to me, handling was a major part of the race. While I know there were all sorts of problems with it, it at least tried to be original and distinct. Kender handling and kender impetuousness were, to me, two pretty defining traits of kender. Taunt is just another combat ability to me. It's not really making kender stand out in a sea of races that all have combat abilities. </p><p></p><p>Again, though, I totally get why they are punting on both handling and impetuousness. Too many problems and the potential solution just didn't get enough traction. Fair enough. They tried, they got the feedback and they made changes. That's how the process works.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8617987, member: 22779"] Well, again, it depends on what you're trying to do. I think the whole fey wild connection was the attempt to give them something like the old Handling element without the kleptomania. So, they give them a quasi-magical ability, a kinda sorta magical background to explain why they have this kinda sort magical ability, meaning they don't actually have to say where the stuff in their pockets come from, and you're off to the races. Additionally, you kinda had a very tenuous thread in that kender are born from gnomes originally and in 5e gnomes have a much stronger tie to fairy and faewild. So, there is some logic behind making a race born from a faerie race after said faerie race was mutated by a massive injection of chaos magic into a kind of faerie. Now, since they've apparently just decided that handling isn't all that important, you no longer need the magical stuff, so, yeah, they've basically just halflings with taunt instead of lucky. See, this is where I do disagree that this version of kender is more like the original, because, to me, handling was a major part of the race. While I know there were all sorts of problems with it, it at least tried to be original and distinct. Kender handling and kender impetuousness were, to me, two pretty defining traits of kender. Taunt is just another combat ability to me. It's not really making kender stand out in a sea of races that all have combat abilities. Again, though, I totally get why they are punting on both handling and impetuousness. Too many problems and the potential solution just didn't get enough traction. Fair enough. They tried, they got the feedback and they made changes. That's how the process works. [/QUOTE]
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