Since you will be using skills that portray who your character is, I thought it was straight forward when I said I wanted a diverse group. Wearing robes and casing fire balls, then saying you're a paladin... Well, it is not really what I am looking for.
The champion role is to reward any one who is interested in taking on the burden of leading. It is NOT reserved for me, it is available to any one. This is hoping that after seeing some one shine, it might motivate others to want to take lead every now and then.
After being approached by a few teenage assassin's and vampires that wore black and leaned on the wall in a dark corner of the inn, I will stand by my words when I say cringy assassin characters. I am not in a hurry to find any RPers to do this with. I can wait.
There are a lot of ins and outs to the matters of skills, where I believe we are having a disconnect in communication. I'm going to just focus on that mainly.
The out-of-character class chosen does not automatically assume which skills a character actually has for purposes of role-playing. A chosen class is ultimately for how one is approaching playing the game itself, and Elder Scrolls freely allows use of skills and armor in a way that lets you really customize abilities, so class names are effectively moot. I will agree that people generally base this choice on in-character aspects. But this also isn't about having a skill set and claiming to be an unrelated class, and that wasn't what I was saying. This is about the simple fact that you cannot directly correlate game mechanics with role-playing that way, or you can—if you fancy having an awful time and a lot of frustration.
It's a simple fact that skills aren't always cohesive with the reality of lore in a setting, designed foremost for the goal of balancing PvE and PvP content. Your rule on that matter translates to me as "you can describe that your character is assuming to creep around behind enemies with their backs turned, but if you happen to trip the aggro range, ha ha sucks to be you." If that's your aim, follow suit with the many role-players who weave in outside dice roll programs with relevant modifiers based on character skills instead.
Coordinating OOC dungeon crawling and such is tough enough strictly without the RP element. Even when a group is communicating totally on voice to work a strategy, things can go south fast. You're now assuming to add on the detail of fully in-character typing while trying to mind surroundings. It seems illogical, and now focus is split between keeping up with in-character chat and being ready to pop a skill on an enemy. It almost feels like it takes all the effort out of beautifully describing a character's actions and choices just because of what the game happened to do in a given moment.
And once more—if you're going to draw people in to your idea at all, you really need to tone it down with the insistence on judgmental tropes based on your clearly biased view of once specific character archetype, because you're coming off as outright and needlessly rude. I honestly can't repeat that sentiment beyond this point in a polite way. That attitude is part of the reason I never joined this community pre-launch of this game, where I saw a lot of people having a preconceived notion of anyone who specifically plays "assassin" and/or "vampire."
As far as the bit on the death penalty rule, you are obviously free to choose your preference and I can really only give my input and view on it. I just wish you wouldn't be nasty about it in the process.