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Ravingdork |
![Raegos](http://cdn.paizo.com/image/avatar/Raegos_Final.jpg)
Would you allow the following?
An alchemist player took Armor Proficiency at level 3, Prescient Planner at 7, and Prescient Consumable at 11. They're now level 19, and their armor proficiency has increased to Master, making their 3rd-level armor proficiency feat (and heavy armors in general) obsolete.
The player asks to retrain his 3rd-level feat for a higher-level 11th-level feat. Normally, this is not permitted. However, the player argues that Prescient Planner and Prescient Consumable could have been taken at 3rd and 5th-level, respectively, so that everything remains build legal. In effect they want to retrain one feat while shifting two others in the time it would normally take to retrain 1 feat.
Would you...
A) Allow it as described?
B) Allow it with a little extra time to account for the sliding feats?
C) Disallow it without first spending the retraining costs for three feats?
D) Take some other course of action. Please explain.
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Squiggit |
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![Skeletal Technician](http://cdn.paizo.com/image/avatar/PZO9086-SkeletalTechnician_90.jpeg)
A, especially if the campaign has downtime issues. IF there's a ton of downtime anyways I might go with B.
Generally like being a bit loose with retraining because I don't see a lot of value in leaving a player with feats they don't like or don't benefit them anymore.
Plus I really dislike the way Paizo built certain options to have level breakpoints where they might be useless because of goofy scaling quirks.
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NorrKnekten |
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I'm going to say D. with a hint of both B and C.
Having been a GM in this system since the initial playtests I have come to the conclusion that month long retrains are a hazzle, boring and frankly ruins pacing as all the other players try their darndest to figure out what to do with all that downtime.
First, At my tables I use the locale rules that I believe are only found in Abomination Vaults. So retraining can be done in 4 days instead of 7. Provided they have access to a location that would allow their class or the Skill/Theme of the feat they wish to gain.
Second, If the players retrain a feat to one they have already picked they effectively move that feat to the tier that it was retrained, Removing the feat at that location and leaving the previous tier open. effectively swapping one and replacing the other in the same process. I don't let players chain this specifically because of times like these were players have argued about swapping an entire feat chain.
Third, I occasionally give out a free Retrain if they pick a feat that would entirely invalidated or otherwise be replaced. I do not apply this to Class Features that would replace a picked feat unless the feat itself says so like the case of inventors Variable Core when gaining Offensive Boost.
So in your case, The alchemist is still an expert in heavy armor, I don't feel like it is neccesarily invalidated nor was it because of a feat but rather a feature.
So I would disallow it, but if they can find a locale that would fit the theme it effectively becomes B.
Each 4 day period would be.
1. Move Prescient Planner to 3.
2. Move Precient consumer to 7, pick desired feat for 11.
As opposed to the RAW 7 day period that would be.
Replace 3rd lvl.
replace 7th lvl.
replace 11th level.
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Perpdepog |
Clarification, you mean they could have taken Prescient Consumable at level 7, yes? Not level 5? Otherwise I'd be confused on which feats they're intending to retrain.
Assuming that is what you meant, and I'm not needing to oversee some class-and-general feat juggling situation, I'd probably lean a bit more to A or B. It really depends on context; I'm trying to be a bit more fast and loose with downtime at my table, because it feels like the most narrative-forward part of the rules, and in those instances I want my players to engage more with the world around them and feel encouraged to do so. That being said it'd also probably depend on their surroundings, and just how much stuff the others want to do in downtime. If there is a big block coming up I'd be leaning a bit more to B, but if their time was more constrained then I'd lean to A. That provides the level of flexibility I want to encourage, while signaling to my players that the intent here isn't to just swap around all their feats when they feel like, and that there's generally going to be an opportunity cost for doing so. Even that last point is more contingent on the kinds of feats they're swapping. Like others pointed out, I'd be inclined to be generous in this instance because Armor Proficiency is useless for them at this point.
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![Mask](http://cdn.paizo.com/image/avatar/mask.jpg)
Oh, yes definitely.
It's not just the extended downtime when you're only actually changing one thing, it's that the steps get unnecessarily complicated. Characters suddenly lose abilities that they aren't actually planning on retraining out of, and sometimes have to pick up placeholder feats they don't want while you sort out the prerequisites.
So they have Armor Proficiency at 3, Prescient Planner at 7, Prescient Consumable at 11.
They want to have Prescient Planner at 3, Prescient Consumable at 7, and Incredible Investiture at 11.
Going from one legal build to another, where the only actual difference is one feat.
If we're going to strict about retraining one feat at a time... how?
They can't retrain Armor Proficiency to Prescient Planner, because they already have it. They can't retrain Prescient Planner to Prescient Consumable, because they already have it and they're losing the prereq.
Step 1) Retrain Prescient Consumable to Incredible Investiture.
So after one week, this character has successfully picked up their new feat. They haven't actually lost the feat they're trying to retrain yet, which isn't that bad, but they have lost a feat they're keeping, breaking character continuity as somehow retraining a feat has caused them to temporarily lose an ability they already had and are keeping. There's no rules problem here, but it kinda breaks verisimilitude.
We have Armor Proficiency at 3, Prescient Planner at 7, and Incredible Investiture at 11.
...now what? We can't retrain our level 3 feat to Prescient Planner, because we already have it. We can't retrain our level 7 feat to Prescient Consumable, because we won't meet the prereq.
We have to train the level 7 feat to something else entirely, as a placeholder.
Two weeks into retraining, we're... farther away from our objective? We still have the feat we're trying to retrain, the character has temporarily lost two abilities they're trying to keep, and they've temporarily picked up some other, probably unrelated feat they don't want.
Armor Proficiency at 3, [placeholder] at 7, and Incredible Investiture at 11.
Now we can finally actually retrain Armor Proficiency for Prescient Planner.
We probably didn't have three weeks of uninterrupted downtime, so we've gone adventuring without Prescient Consumable (an ability this character already had and is keeping, but inexplicably can't use for a while) and possibly without Prescient Planner. And likely still with a feat that doesn't do anything for us, the one we were trying to retrain in the first place.
Then we can retrain the placeholder for Prescient Consumable.
That's four weeks to retrain three feats, when we only wanted to swap one out and gain another. During that time the character temporarily gained and lost abilities unrelated to the two feats they were swapping, for no in-character reason.
As a GM, my rule is certainly that if you're not actually gaining or losing any abilities and the character is legal either way, making little adjustments like moving feats to other legal slots is fine. (Also might apply during level up--Investigator level 2 to 3 can be awkward, with a skill feat at both levels but restricted to a certain list at 3.)
(There are some official rules that work this way. For example, the level 9 Athamaru ancestry feat Moray Eel Mount makes more thematic sense if you already had the eel pet feats, Elver Pet and Growing Eel Friend, and that eel is the one that grows into your mount. Therefore, while they aren't prerequisites, Moray Eel Mount explicitly says that the three feats can refer to the same animal, and that you can then immediately retrain the lower-level feats that no longer do anything.)
The retraining rules do say, "You might need to retrain several abilities in sequence in order to get all the abilities you want," but even if you're going to be more strict about that... taking an extra week because you have to temporarily gain a placeholder and lose abilities you already have is mechanically awkward and worse in character.
Even if you're going to require them to retrain them all, I'd say let themretrain all three at the same time in three weeks.
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Finoan |
![Lookout](http://cdn.paizo.com/image/avatar/PZO9274-Lookout_500.jpeg)
I don't consider 'sliding' a feat from one slot to another valid slot at a different level to even be Retraining since it makes no actual changes to the character and what feats they have. I charge zero cost in Downtime or money to do that.
Shuffling around Armor Proficiency up to the level 11 feat slot and moving Prescient Planner and Prescient Consumable down to lower level feat slots is not Retraining.
So the only Retraining in this scenario is switching out Armor Proficiency for a new feat in the level 11 feat slot.
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Bluemagetim |
![Blue Dragon](http://cdn.paizo.com/image/avatar/Blue-Dragon.jpg)
I'm just allowing my players change up feat choices at level up.
Like at level 3 one player got magic crafting with a general feat.
At level 4 I allowed getting magic crafting in the level 4 skill feat instead and choosing a different general feat for level 3.
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![Owl](http://cdn.paizo.com/image/avatar/Plot-notAmused.jpg)
Okay, I knew it was clunky but hadn't considered that it was that clunky.
Maybe because in practice I've never had to do it "the hard way" like that - in home campaigns my usual GM was far more relaxed about retraining, we didn't really count downtime days since nobody cared much about Earn Income and such anyway. Also, because in a campaign like Agents of Edgewatch you're going from level 1 to 20 in the span of one summer festival.
And in PFS, on the face of it, retraining would be this hard. But in practice there's been several campaign-wide rebuilding opportunities because of the remaster and such. Also, there are some boons you can buy with achievement points (points you get for playing/GM, with more points gained at conventions), that let you do it more often/faster.
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![Owl](http://cdn.paizo.com/image/avatar/Plot-notAmused.jpg)
Maybe a good perspective to judge these things is: how many feats will the Before and After character differ in?
As opposed to: how many edits does it take to get from Before to After? (Which is what the book rules focus on.)
I value the first comparison more. If the Before/After builds are very similar it doesn't seem right to make someone pay through the nose for it.
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Claxon |
![Android](http://cdn.paizo.com/image/avatar/PZO9280-Android_500.jpeg)
Considering the feats could be "slid" around I would simply pretend that's the case, and pretend the only need to retrain the armor proficiency for another feat that they could have selected at level 11.
I'm only of this opinion though because they could have taken the other feats rather than taking armor proficiency. In the end the build is still legal and the character only have 1 different feat.
If you follow RAW it's a huge headache to reach essentially the same result.
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![Ghlaunder (Symbol)](http://cdn.paizo.com/image/avatar/25_Symbol_of_Ghlaunder.jpg)
If one were being a real stickler, I think it'd take 4 sets of downtime to retrain those feats as strictly described.
1.) Retrain Prescient Consumable into the desired level eleven feat.
2.) Retrain Prescient Planner into some intermediary feat. We'll say Toughness as an example.
3.) Retrain Armor Proficiency into Prescient Planner.
4.) Retrain Toughness into Prescient Consumable.
I don't think there's a RAW way to do it in only 3 retrains.
All that being said, I'd definitely allow A. In my games, the difference between one week of downtime and four weeks of downtime is rarely significant.
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GlennH |
![Tyrannosaurus Rex](http://cdn.paizo.com/image/avatar/PZO1126-TRex_90.jpeg)
So Three characters with the identical feats would take a different amount of time to retrain a feat still ending up identical in the end? Just because of the order they where built???
A. Allow them to reorganize the character sheet remining legit then retrain.
What is important is they have:
one feat level x or lower
one feat level x+2 or lower
one feat level x+4 or lower
...
The level slot build method is just an easy way to enforce the above requirement.
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Tridus |
![Vampire Seducer](http://cdn.paizo.com/image/avatar/PZO1130-Vampire.jpg)
I'd go with A or B unless I started seeing someone abusing it, and then I'd go to C (though I've never seen this kind of abuse in actual play so that's just hypothetical).
But in a typical scenario this isn't really a problem: they have a feat that no longer does anything and want to swap it out to something useful. The end result is entirely legal. There's a tiny bit of "you get to move things around in a way that benefits you", but that's not a big deal.
I'd probably just increase the time for the one retraining by some extra amount and leave the cost alone since they already know how to do two of these things. That accounts for the shuffling around of things a bit so its slower than someone who isn't doing that, but its not really going to cause them grief and we just move on.
This is one of those things where if the player is acting in good faith, you don't really gain anything by making it difficult.
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Ravingdork |
![Raegos](http://cdn.paizo.com/image/avatar/Raegos_Final.jpg)
I'd go with A or B unless I started seeing someone abusing it, and then I'd go to C (though I've never seen this kind of abuse in actual play so that's just hypothetical).
If you're going with A (or even B) I think that alone would go a long way towards curbing any tendencies towards abuse.
What would even be left to abuse? Taking illegal feats that you don't meet the requirements for, or at the wrong levels? That's really all I can think of.
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OrochiFuror |
![Maghara](http://cdn.paizo.com/image/avatar/PZO9258-GhostDragon_500.jpeg)
Just swap the feats down and retrain one feat. Most groups I've been in hand wave retraining so long as your just doing small fixes and not complete overhauls. The option is there to help players, no need to beat people with it who aren't trying to abuse it.
But to the wording of "retraining low level feat for a higher one", no that's never ok. Every feat must be equal or lower then the level you got it.
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Tridus |
![Vampire Seducer](http://cdn.paizo.com/image/avatar/PZO1130-Vampire.jpg)
Tridus wrote:I'd go with A or B unless I started seeing someone abusing it, and then I'd go to C (though I've never seen this kind of abuse in actual play so that's just hypothetical).If you're going with A (or even B) I think that alone would go a long way towards curbing any tendencies towards abuse.
What would even be left to abuse? Taking illegal feats that you don't meet the requirements for, or at the wrong levels? That's really all I can think of.
Probably taking Canny Acumen early, swapping it out for something else when you get expert, then going back into it again later and trying to shift things around so you're putting it back in that first level 3 feat slot you retrained out of it in earlier, while trying to shift around some other feats so you were getting the benefit of extra things.
Otherwise, I don't really know. Like I said, I've never had this be a problem in practice. :) I just tend to reserve the right to change my mind if I feel like someone is abusing a ruling that is trying to be player friendly.
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NorrKnekten |
Otherwise, I don't really know. Like I said, I've never had this be a problem in practice
I had a sorcerer player at my table that did exactly this.. multiple times..for both ancestry,general,skill and class feats. I normally kept it raw back then with the exception of locale rules such as in AV, But I lifted it due to another two players being entirely new to TTRPGs
But this sorcerer was something else.
The evolution feat lines? Yeah pick bespell strikes early and retrain out of it when caster weapon proficiency becomes an issue. Shifting the entire line of classfeats down.
Canny acumen? Yup, they got that one after they retrained weapon prof, Yup they wanted to retrain it by level 9, and shift every skillfeat they got after 3 downwards.
level 10, they wanted to retrain ancestry feats since they were now eligible to pick up ancestral mage, So level 2 bleedout was swapped to ancestral blood magic and their level 1 was retrained to pull the their spell familiarity chain downwards.
And these are only the times to shift things downwards, he retrained single feats on a monthly basis, Typically after the feat outlived its use.
So yeah... I re-introduced the "only downshift a single feat at a time" mentioned in one of my earlier posts after that one.
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Squiggit |
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![Skeletal Technician](http://cdn.paizo.com/image/avatar/PZO9086-SkeletalTechnician_90.jpeg)
tbh I don't even really blame them. Canny Acumen literally does nothing once you hit expert naturally, and some of the other listed options aren't that much better.
It'd be great if we played a version of PF2 where characters didn't end up with suddenly dead feats because of goofy scaling quirks and conservative feat design, but since we're in that world I can't blame people for wanting to ditch bad options.
More than any other system I've played PF2 really suffers from the issue of having characters that you'd just build completely differently depending on starting and endpoints, because so many things have awkward or irregular scaling. It kind of sucks.
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NorrKnekten |
I don't blame them for wanting to take Canny Acumen and then remove it whenever their chosen proficiency reaches expert.
I wish Canny Acumen let you swap the proficiency once your chosen one reaches expert, Thats how I have it at my table which means some actually stick with it into level 11 where Witch and Sorcerer gets Perception Expertise.
But I do blame them for repeatedly picking 'future bad options' that were not only good but optimal at the moment, only to then expect to change out of them with minimal investment when the default is that your choices matter. Just as spell selection does for a spontanious caster.
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yellowpete |
When the RAW investment required to change out of single option is rather arbitrarily inflated in some cases as opposed to others, I think the player is not to blame. What does the fixed mapping of feats to specifically leveled feat slots even represent? Nothing fictional, as far as I can tell. A feat does nothing different regardless of the slot it's in. The mapping between the two is just a simple method to figure out if a character is valid.
The point of the retraining restrictions, as far as I can tell, is that they prevent you from ending up with a character that couldn't have existed in such a way by simply picking all the new options when leveling up, i.e., an invalid one. I highly doubt that part of its intention is to sometimes quadruple the required time for a single change in a character's set of feats.
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NorrKnekten |
When the RAW investment required to change out of single option is rather arbitrarily inflated in some cases as opposed to others, I think the player is not to blame. What does the fixed mapping of feats to specifically leveled feat slots even represent? Nothing fictional, as far as I can tell. A feat does nothing different regardless of the slot it's in. The mapping between the two is just a simple method to figure out if a character is valid.
The point of the retraining restrictions, as far as I can tell, is that they prevent you from ending up with a character that couldn't have existed in such a way by simply picking all the new options when leveling up, i.e., an invalid one. I highly doubt that part of its intention is to sometimes quadruple the required time for a single change in a character's set of feats.
And I agree which is why why I let players retrain once to slide a single feat down instead of needing to open the slot up first, With AV's locale rules enabling 4 day retraining to reduce the time even further. The context of that sorcerer was that he was abusing this to gain an edge which in the table's combined words, 'Felt like someone following an MMO leveling guide'.
As for the restrictions, The time investment or optional costs needed are there for mostly story and pacing reasons, but GMs are free to reduce or increase the time needed as they see fit.
A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining.
The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings.