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Discussing 4e Subsystems: Retraining
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<blockquote data-quote="Crazy Jerome" data-source="post: 4519886" data-attributes="member: 54877"><p>I admit that I'm naturally resistant to retraining rules, in any game. It's one of the few things that pushes any "sim trouble" buttons that I might possess. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> However, I find the 4E retraining rules far more palatable than what you might see elsewhere. </p><p> </p><p>For one thing, that half level bonus to skills totally changes the meaning of what a trained skill represents. Adventurers are good at <strong>all</strong> skills. The trained ones are the ones where they spend a lot of practice, attention, and other effort. I can't see how anyone that could accept the half level bonus to all skills could also reject the retraining of skills. It sees to me that the former is more intrusive to representing the continuity of the campaign than the latter. ("So really? Your wizard spent six months and sea, gained two levels, and got actually got better at everything?)</p><p> </p><p>I would have a lot more trouble in 3.*, with someone moving all ranks from one skill to another.</p><p> </p><p>Feats and Powers are a little harder to justify, but even here it is easy to think of the basic attack and base class abilities as standard, with the feats and powers being highly polished moves. Maybe the rogue that swaps out Sly Flourish for something else still knows perfectly well how to do Sly Flourish--well enough, that he also knows that he has neglected to do the necessary practice, and would fall flat on his face if he tried it.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 4519886, member: 54877"] I admit that I'm naturally resistant to retraining rules, in any game. It's one of the few things that pushes any "sim trouble" buttons that I might possess. :) However, I find the 4E retraining rules far more palatable than what you might see elsewhere. For one thing, that half level bonus to skills totally changes the meaning of what a trained skill represents. Adventurers are good at [B]all[/B] skills. The trained ones are the ones where they spend a lot of practice, attention, and other effort. I can't see how anyone that could accept the half level bonus to all skills could also reject the retraining of skills. It sees to me that the former is more intrusive to representing the continuity of the campaign than the latter. ("So really? Your wizard spent six months and sea, gained two levels, and got actually got better at everything?) I would have a lot more trouble in 3.*, with someone moving all ranks from one skill to another. Feats and Powers are a little harder to justify, but even here it is easy to think of the basic attack and base class abilities as standard, with the feats and powers being highly polished moves. Maybe the rogue that swaps out Sly Flourish for something else still knows perfectly well how to do Sly Flourish--well enough, that he also knows that he has neglected to do the necessary practice, and would fall flat on his face if he tried it. [/QUOTE]
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