Retraining?

I absolutely love retraining rules. I wouldn't make them core gameplay, so that people who don't like them can ignore them, but for us they're a delight. Retraining means less analysis paralysis when training, since you can later toss choices that just haven't panned out. They make the game more fun for my players, and I'm hugely in favor of that.
 
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Retraining is about voluntarily forsake an ability to get another one in its place. There is no such thing in real life as "I want to forget Latin next week so that I can start speaking Korean quickly". Retraining rules are metagaming rules (not that I necessarily have something against metagaming, just against retraining rules) because they are mostly intended for pretending you never had the first ability, so it's best not to use too many analogies to RL or it just makes the matter worst.

Not quite so. When I return to live permanently in Canada again, you can rest assured that I will deliberately cease practicing or studying Korean and will immediately start practicing and studying French with renewed vigour: because French is the most advantageous and employable language in Canada.
 

Not IMXP. I played with definitely more average Joes than powergamers, and average Joes do not whine about their bad choices nearly as much as powergamers do. In fact, by definition average Joes do not need to "memorize every feat, power and spells in the book" to enjoy the game... if they feel they need to do that, it means they are powergamers! (or powergamers wannabe, at least)
The argument you make is logical, in fact, in the years we played we had only 2 situations where the non-powergamers expressed dissatisfaction with there characters and I worked with them to rectify it.

Not powergaming, they just made choices that looked good on paper but didnt play out well once the game begun. Its not common...but it happens.

I like to think that when it happens I can easily help them out. But this doesnt need to be a rule, just an understanding between DM and players.
 

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