If that were put into a book as a rule, I'd ban it at my table instantly. So what if your character takes a less than optimal path? Decisions have consequences.
If that were put into a book as a rule, I'd ban it at my table instantly. So what if your character takes a less than optimal path? Decisions have consequences.
AL seems to disagree with you. They have formal rules for changing the character around.I like it. I agree with @Umbran's general point that you don't "need" formal rules to make character tweaks or rebuilds, but giving the players explicit permission can help make them feel empowered.
Always has been and always will be. New players to D&D (or nearly any tabletop RPG) ALWAYS need to accept that they will be doing a LOT of reading and learning. The rules books are hundreds of pages. Even if they are not going to play a full caster themselves they are doing themselves a severe disservice by not reading up on and paying attention to how full casters work within the game.
If experienced players failed to advise new players about avoiding the worst of poor feat choices nobody at the table gets to act surprised when characters don't work well.
And any player can say at any time, "This PC isn't working out. I'm going to make a new one." The player can then effectively just make the SAME character, just with one or two different choices. Only thing that prevents that kind of thing from happening is an obnoxious DM, and better DM's will simply say, "It's still early in the progress of the campaign, just go ahead and change your feat."
No DM worth gaming with really wants to be the one who says, "Ha! You were stupid enough to pick a lame feat! Eat it! It doesn't matter if you spend the rest of the campaign feeling like your PC sucks. The rest of us get to wallow in your disappointment and ineffectiveness and laugh at you. Stupid newbs..." If there is a change to be made it is to simply add relevant advice along these lines prominently in the DMG.
If that were put into a book as a rule, I'd ban it at my table instantly. So what if your character takes a less than optimal path? Decisions have consequences.
Yep. So, when my group picked up a new system (Ashen Stars) a couple years back, I told them, "Folks, some things in how you built your character you might not like. Talk to me if you aren't satisfied, and we can work stuff out."
There you go - explicit permission without a game rule.
Retraining feats as their own special take? Why should feats get special retraining and other choices not? You cannot rethink your subclass and it's a much bigger early decision that feats. Whst about subclass choices like totem abilities?
So it sounds like you already do what I was suggesting - allow new players to tweak their characters after they hit play and they have a better understanding of what how it actually all fits together.This is a good point actually. We generally allow major changes only in session 1 or 2, and minor changes up to level 3. Once you select your subclass, your character is defined and if you really don't like it that much, make a new character you will like. Your "penalty" is you come in with a slight setback in XP, but that isn't really a big deal and good role-playing can make up that XP quickly.
So it sounds like you already do what I was suggesting - allow new players to tweak their characters after they hit play and they have a better understanding of what how it actually all fits together.
Oh, absolutely. I don't have a problem with formal rules; informal rules are really only good for groups with already high levels of trust. And even then, a formal rule will help players who are less comfortable speaking up and "asking for favors", as it were. This is especially true if the change in question might not be viewed as "power neutral". There are already rules in the PHB for changing your known spells, for example; I can certainly see why a player might be leery of asking for additional changes beyond those already within the scope of the rules because of a concern of looking like they're powergaming.AL seems to disagree with you. They have formal rules for changing the character around.
At the very least, would you put it in as advice?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.