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So...where does retraining fit in?
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<blockquote data-quote="tlantl" data-source="post: 5897906" data-attributes="member: 55225"><p>After giving this a little thought, I have come to the conclusion that since the game is going to assume as a baseline that their themes are going to be the primary way to determine your feats there should be no reason to include retraining rules. </p><p></p><p>If you decide to ignore the themes as presented to you in the character creation rules then the expectation is that you suffer the consequences of those choices. As a dungeon master, I would not allow anyone to retrain for any reason. If you have screwed up bad enough to truly hate the thing that you have created then I invite you to tear it up and make another one.</p><p></p><p>I was for a moment leaning in the other direction until another thread reminded me of the way the next D&D is going to work (at least in theory). The cause of this problem is the feats and the overwhelming number of them. The idea that the developers intentionally included feat traps in the game is unconscionable in my opinion.</p><p></p><p>before 3e there was nothing to retrain. everything your character could do was determined by your class and race. There were no optional fiddly bits to dink around with until non weapon proficiencies showed up. Back then you chose wisely because you were going to be stuck with your choices for the duration. </p><p></p><p>If the player wants to retrain a feat is because he found a really cool one in a book five months after the character was made then no. I don't think that is a good enough reason to retrain the character.</p></blockquote><p></p>
[QUOTE="tlantl, post: 5897906, member: 55225"] After giving this a little thought, I have come to the conclusion that since the game is going to assume as a baseline that their themes are going to be the primary way to determine your feats there should be no reason to include retraining rules. If you decide to ignore the themes as presented to you in the character creation rules then the expectation is that you suffer the consequences of those choices. As a dungeon master, I would not allow anyone to retrain for any reason. If you have screwed up bad enough to truly hate the thing that you have created then I invite you to tear it up and make another one. I was for a moment leaning in the other direction until another thread reminded me of the way the next D&D is going to work (at least in theory). The cause of this problem is the feats and the overwhelming number of them. The idea that the developers intentionally included feat traps in the game is unconscionable in my opinion. before 3e there was nothing to retrain. everything your character could do was determined by your class and race. There were no optional fiddly bits to dink around with until non weapon proficiencies showed up. Back then you chose wisely because you were going to be stuck with your choices for the duration. If the player wants to retrain a feat is because he found a really cool one in a book five months after the character was made then no. I don't think that is a good enough reason to retrain the character. [/QUOTE]
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