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What's Your Favorite House Rule?
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<blockquote data-quote="Jhaelen" data-source="post: 7228386" data-attributes="member: 46713"><p>When I'm a player, I mostly use it to replace feat or power choices that turn out to not work as well as I imagined. It's not always easy to tell from a written description how it will play out.</p><p></p><p>Another interesting application allows players to choose an ability that is most useful to their character 'right now' without suffering any long-term disadvantages.</p><p>As a DM I consider this beneficial because some players like to plan out their character's entire career from level 1. Many of these 'builds' result in characters that don't really play well for many levels.</p><p>If they're able to retrain, they can be at their best at any level _and_ still follow their long-term build goals.</p><p></p><p>And I didn't say that retraining should (always) come without cost. It will almost always require time and often money. You aren't re-writing the past, you're adapting.</p><p>You learn a bunch of new things, but that causes some of your neglected abilities to 'atrophy'.</p><p></p><p>I actually consider that pretty realistic. E.g. in school I used to be very good at drawing and was doodling all the time. At university, I did this less and less.</p><p>These days after two decades in my job, I find that I can no longer draw well, at all. But I picked up a lot of skills to make up for it.</p><p></p><p>In my experience, retraining prevents players to become bored with their characters. Being able to constantly tweak them, keeps them interesting to play.</p><p>I prefer this over players deciding they want to roll-up a new character.</p><p></p><p>And while it theoretically allows a player to completely 're-write' their character over time, it's something I very rarely see.</p><p></p><p>If a player wants a more radical change they'll still prefer to create a new character.</p><p>But the reasons for this are more often related to non-mechanical aspects of a character.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 7228386, member: 46713"] When I'm a player, I mostly use it to replace feat or power choices that turn out to not work as well as I imagined. It's not always easy to tell from a written description how it will play out. Another interesting application allows players to choose an ability that is most useful to their character 'right now' without suffering any long-term disadvantages. As a DM I consider this beneficial because some players like to plan out their character's entire career from level 1. Many of these 'builds' result in characters that don't really play well for many levels. If they're able to retrain, they can be at their best at any level _and_ still follow their long-term build goals. And I didn't say that retraining should (always) come without cost. It will almost always require time and often money. You aren't re-writing the past, you're adapting. You learn a bunch of new things, but that causes some of your neglected abilities to 'atrophy'. I actually consider that pretty realistic. E.g. in school I used to be very good at drawing and was doodling all the time. At university, I did this less and less. These days after two decades in my job, I find that I can no longer draw well, at all. But I picked up a lot of skills to make up for it. In my experience, retraining prevents players to become bored with their characters. Being able to constantly tweak them, keeps them interesting to play. I prefer this over players deciding they want to roll-up a new character. And while it theoretically allows a player to completely 're-write' their character over time, it's something I very rarely see. If a player wants a more radical change they'll still prefer to create a new character. But the reasons for this are more often related to non-mechanical aspects of a character. [/QUOTE]
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