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Allowing flaws midway
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<blockquote data-quote="Airos" data-source="post: 4612988" data-attributes="member: 28064"><p>I allow flaws to be taken in my games, but only at 1st level for much the same reason as irdeggman said. It prevents players from "suddenly" having a flaw right when the qualify for a new feat, which could get them other feats, or even get into a PrC sooner.</p><p></p><p>Taking different feats after the fact, for whatever reason, is something that I plan on taking a tougher stance on. The retraining rules found in the PHB2 offer optional rules for time and gold costs, (they're presented to compliment the same rules found in the DMG). I do not require my players to spend time or gold for the initial training for each of their levels, but I do require time for <em>re</em>training.</p><p></p><p>Player's need to think carefully about their options and choices when making characters, and sometimes we all make bad choices. Now, I'm not such a jerk as to prevent players from correcting some of those mistakes, but I can't allow free and unlimited swapping of feats and class levels after the game has begun, because I have to plan the encounters according to how the PCs are built. If that changes, then I have to adjust all my work. With a "cost" attached, the PCs have to figure out if they can afford to take a couple of weeks off from adventuring while the PC swaps out a couple of feats or some skill points.</p></blockquote><p></p>
[QUOTE="Airos, post: 4612988, member: 28064"] I allow flaws to be taken in my games, but only at 1st level for much the same reason as irdeggman said. It prevents players from "suddenly" having a flaw right when the qualify for a new feat, which could get them other feats, or even get into a PrC sooner. Taking different feats after the fact, for whatever reason, is something that I plan on taking a tougher stance on. The retraining rules found in the PHB2 offer optional rules for time and gold costs, (they're presented to compliment the same rules found in the DMG). I do not require my players to spend time or gold for the initial training for each of their levels, but I do require time for [I]re[/I]training. Player's need to think carefully about their options and choices when making characters, and sometimes we all make bad choices. Now, I'm not such a jerk as to prevent players from correcting some of those mistakes, but I can't allow free and unlimited swapping of feats and class levels after the game has begun, because I have to plan the encounters according to how the PCs are built. If that changes, then I have to adjust all my work. With a "cost" attached, the PCs have to figure out if they can afford to take a couple of weeks off from adventuring while the PC swaps out a couple of feats or some skill points. [/QUOTE]
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