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Discussing 4e Subsystems: Retraining
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<blockquote data-quote="Ycore Rixle" data-source="post: 4518754" data-attributes="member: 675"><p>Oh! Me! Me! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Seriously, there are lots of people who care about world-building and self-consistent milieux. There are lots who don't. To each his own!</p><p></p><p>I like retraining a lot. The pros outweight the cons for me. One pro that is not often mentioned is the ability to play a "redemption" or "fallen" story arc. What do I mean by that? I mean that point where the paladin falls from the light and suddenly gains a suite of demonic powers to replace his angelic ones. I mean that point where Darth Vader throws the Emperor into the shaft and trades his force lightning for spiritual immortality. In other words, with retraining, you can have one big defining moment in the campaign and come out of it with a radically changed character.</p><p></p><p>The trick is to make it self-consistent with the world. One means is to say: it's magical. Magic is very common even in PoL D&D, so magic works for me. Either there is a prophecy, or a goddess, or a place where ley lines converge, or a journey to the outer planes, or a latent magical reservoir within the character that suddenly bursts - something, anything magical to trigger, moderate, and direct the retraining. Something self-consistent to explain it. Such a thing is possible, I think, in a magic world, and it serves to enhance gameplay by better aligning players' visions and characters' statistics.</p><p></p><p>I understand what people are saying when they point out, "What I find unrealistic is a world where skills never get rusty." But that is different point. Let's focus on re-training rules and what they do and do not bring to the table. "Decaying skills" rules are a related matter, but a separate one.</p></blockquote><p></p>
[QUOTE="Ycore Rixle, post: 4518754, member: 675"] Oh! Me! Me! :) Seriously, there are lots of people who care about world-building and self-consistent milieux. There are lots who don't. To each his own! I like retraining a lot. The pros outweight the cons for me. One pro that is not often mentioned is the ability to play a "redemption" or "fallen" story arc. What do I mean by that? I mean that point where the paladin falls from the light and suddenly gains a suite of demonic powers to replace his angelic ones. I mean that point where Darth Vader throws the Emperor into the shaft and trades his force lightning for spiritual immortality. In other words, with retraining, you can have one big defining moment in the campaign and come out of it with a radically changed character. The trick is to make it self-consistent with the world. One means is to say: it's magical. Magic is very common even in PoL D&D, so magic works for me. Either there is a prophecy, or a goddess, or a place where ley lines converge, or a journey to the outer planes, or a latent magical reservoir within the character that suddenly bursts - something, anything magical to trigger, moderate, and direct the retraining. Something self-consistent to explain it. Such a thing is possible, I think, in a magic world, and it serves to enhance gameplay by better aligning players' visions and characters' statistics. I understand what people are saying when they point out, "What I find unrealistic is a world where skills never get rusty." But that is different point. Let's focus on re-training rules and what they do and do not bring to the table. "Decaying skills" rules are a related matter, but a separate one. [/QUOTE]
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