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<blockquote data-quote="slobster" data-source="post: 6000052" data-attributes="member: 6693711"><p>And as game designers realized that issue was annoying people, they began to move towards systems where you could "respec", i.e. reallocate your skills/feats/ability points whatever to train away from one tree you've grown tired with and to another one you want to try out.</p><p></p><p>Some people have trouble rationalizing this in game fiction terms, which is understandable. How does your fighter forget how to run around and whirlwind attack, while conveniently becoming a world champion wrestler, while you guys are resting in town? It's a mystery!</p><p></p><p>I think that there is some room for this kind of thing, though, with magical and magic-like characters, because you get to make up the rules. It's slightly more aesthetically pleasing to let the artificer ditch his set of trinkets that makes him tanky, and trade them in for a set of stuff that makes him a bomb-throwing cc dude - even though that's the same sort of situation that made you scratch your head when you did it with the fighter.</p><p></p><p>With creativity, I believe there are a lot of things in video game RPGs that tabletops could draw inspiration from.</p></blockquote><p></p>
[QUOTE="slobster, post: 6000052, member: 6693711"] And as game designers realized that issue was annoying people, they began to move towards systems where you could "respec", i.e. reallocate your skills/feats/ability points whatever to train away from one tree you've grown tired with and to another one you want to try out. Some people have trouble rationalizing this in game fiction terms, which is understandable. How does your fighter forget how to run around and whirlwind attack, while conveniently becoming a world champion wrestler, while you guys are resting in town? It's a mystery! I think that there is some room for this kind of thing, though, with magical and magic-like characters, because you get to make up the rules. It's slightly more aesthetically pleasing to let the artificer ditch his set of trinkets that makes him tanky, and trade them in for a set of stuff that makes him a bomb-throwing cc dude - even though that's the same sort of situation that made you scratch your head when you did it with the fighter. With creativity, I believe there are a lot of things in video game RPGs that tabletops could draw inspiration from. [/QUOTE]
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