Retrain, Restat, Recycle

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It seems to happen to at least one player at the table at every level. She or he chooses a new power or feat and is dissatisfied with its application in play.

According to the rules, that player is stuck with that sense of dissatisfaction until the next level, when the power or feat can be trained out for another. I think the distance between levels is too far to wait and the number of powers and feats you can retrain are too few.

The limitations on retraining prevents players from correcting a bad choice after leveling their character and discourages innovative builds.

Why is a PC going to try something new if they might get stuck with a less than desirable result for several sessions? For most of us, we only get to play so often a week and we only level maybe once or twice a month (if we’re lucky). There’s just not enough opportunity to try new ideas and not enough levels to retrain and modify a character’s build.

Even if you’re not innovating, there’s always the chance that you:

  1. misread a power
  2. chose something that fits a specific situation that rarely happens in play
  3. picked up a cool piece of equipment that doesn’t work well with your build
  4. just changed your mind

As a DM, should you really make your players wait until the next level to get the character they want? My answer would be no, and these are the house rules I would propose to facilitate character modification.

No limits when you level up
When PCs reach a new level, they can swap out one power for another of the same level as many times as they wish. They can also swap out one feat for another feat of the same tier as many times as they want as well.

Sleep and swap
During an extended rest, players can swap one power for another of the same level.

Develop new skills at down time
When the PCs have an extended period of down time (1-2 weeks) and a place to train safely, they can swap out 1 feat for another.

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About the Author

I started Dungeon Mastering with secondhand AD&D materials in 1996 and have run a vast number of D20 campaigns, from cliche' medieval adventures in a kingdom made of Lego bricks to fighting zombies and the mob in the mid 1930s. I try to make the gaming experience as enjoyable, fast-paced, and easy to play as humanly possible.