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How many practice sessions did you have?
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<blockquote data-quote="delericho" data-source="post: 4954415" data-attributes="member: 22424"><p>We ran a single test session, and decided the game wasn't for us. (A couple of reasons - we didn't care for the power structure, and combats took too long for our taste. As the first of these is fairly fundamental to the game, it isn't really a case of tweaking it to fit.) We did, however, agree that it might play better with more players, so agreed to at least one more test session if and when we can recruit two more players. If we had decided to adopt 4e, we would have started a full campaign after that point, with new characters brought in.</p><p></p><p>(In fact, with the test session we were deliberately testing the mechanics, so there was no role-playing as such, any characterisation was deliberately wafer-thin, and every monster was there to be killed. This works for a test, but would be a poor start for one of my campaigns.)</p><p></p><p>When we get to Pathfinder, we'll use the same strategy - a single test session, and then a full campaign at some later point if the game meets with our approval.</p><p></p><p>However, regarding rebuilds:</p><p></p><p>My stance depends on how extreme the changes a player wants to make to his character, and why he wants to make them.</p><p></p><p>For most of my players, if they find they've taken some skill/feat/spell/power that they've since found doesn't really help their character, or if they're suffering because of some poor choices, I'll generally allow them to make some (fairly minor) changes to their character - swapping the occasional feat out for another, of whatever.</p><p></p><p>I do have one resident power-gamer, with whom I have to be a bit more wary. If he comes to me with a bunch of proposed changes, I do have to consider whether he has simply found some new way to squeeze yet one more "+1" out of the system. If this is the case, I'll generally resist the change.</p><p></p><p>If a player is simply not happy with his character on some fundamental level (he wants to play an Elf instead of a Dwarf, or a Rogue instead of a Cleric), then he always has the right to simply retire the existing character and bring in a new one (at the same XP total as the rest of the group, and equipped per the DMG wealth-per-level guidelines (3.5e; would be the equivalent rules for equipping characters in 4e)). I've never had a problem with a player constantly switching characters with my current group; if there was such an issue it would probably be a sign of a problem player, and so cause to eject the offender.</p><p></p><p>(One slight oddity with a recent Star Wars Saga campaign - the game came to a neat "season break" recently. For the restart, I have offered my players the chance to rebuild their characters from scratch. The only caveat is that the core of the character must remain the same, so the Ithorian Jedi has to remain an Ithorian Jedi, and so on. However, this is a slightly unusual situation.)</p><p></p><p>I'm not keen on formal "retraining" rules (as in the 3.5e PHB2). These strike me as an attempt to formalise a process that is generally better handled by informal agreement by player and DM. YMMV, of course.</p></blockquote><p></p>
[QUOTE="delericho, post: 4954415, member: 22424"] We ran a single test session, and decided the game wasn't for us. (A couple of reasons - we didn't care for the power structure, and combats took too long for our taste. As the first of these is fairly fundamental to the game, it isn't really a case of tweaking it to fit.) We did, however, agree that it might play better with more players, so agreed to at least one more test session if and when we can recruit two more players. If we had decided to adopt 4e, we would have started a full campaign after that point, with new characters brought in. (In fact, with the test session we were deliberately testing the mechanics, so there was no role-playing as such, any characterisation was deliberately wafer-thin, and every monster was there to be killed. This works for a test, but would be a poor start for one of my campaigns.) When we get to Pathfinder, we'll use the same strategy - a single test session, and then a full campaign at some later point if the game meets with our approval. However, regarding rebuilds: My stance depends on how extreme the changes a player wants to make to his character, and why he wants to make them. For most of my players, if they find they've taken some skill/feat/spell/power that they've since found doesn't really help their character, or if they're suffering because of some poor choices, I'll generally allow them to make some (fairly minor) changes to their character - swapping the occasional feat out for another, of whatever. I do have one resident power-gamer, with whom I have to be a bit more wary. If he comes to me with a bunch of proposed changes, I do have to consider whether he has simply found some new way to squeeze yet one more "+1" out of the system. If this is the case, I'll generally resist the change. If a player is simply not happy with his character on some fundamental level (he wants to play an Elf instead of a Dwarf, or a Rogue instead of a Cleric), then he always has the right to simply retire the existing character and bring in a new one (at the same XP total as the rest of the group, and equipped per the DMG wealth-per-level guidelines (3.5e; would be the equivalent rules for equipping characters in 4e)). I've never had a problem with a player constantly switching characters with my current group; if there was such an issue it would probably be a sign of a problem player, and so cause to eject the offender. (One slight oddity with a recent Star Wars Saga campaign - the game came to a neat "season break" recently. For the restart, I have offered my players the chance to rebuild their characters from scratch. The only caveat is that the core of the character must remain the same, so the Ithorian Jedi has to remain an Ithorian Jedi, and so on. However, this is a slightly unusual situation.) I'm not keen on formal "retraining" rules (as in the 3.5e PHB2). These strike me as an attempt to formalise a process that is generally better handled by informal agreement by player and DM. YMMV, of course. [/QUOTE]
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