== Thrown Weapons grandfathering == by John Eure * Our current policy * "Characters in the CG are kept from game to game, but Quest's rules may change after a character's date of creation. If Quest changes a rule or skill that applies to your character, you may alter your character to compensate. For instance, if a disadvantage is changed and no longer fits your character concept, you may change it to another disadvantage. Similarly, if you have an ability that is changed and no longer works for your character, you may "reclaim" the points from that ability to use elsewhere. However, unless you have special authorization from Quest, you may not reclaim points from unchanged abilities to purchase changed skills." * What's wrong * How does this apply to characters that used to use free underhand throwing? In a more general sense, we should probably say what happens when an ability (even a free one) becomes more expensive. * My solution * I think that if an ability becomes more expensive, characters should be able to rearrange points to take it or discard it. For example, if we had an ability with 2 levels, at 3 points and at 6 points, then if we removed the lower level of the ability, everyone who had it should be able to choose whether to have 0 points in the ability (and getting 3 "free" points), or to have 6 points in the ability (by taking 3 points from elsewhere). And I think that this should apply even if the 1st level was free. To use the case in front of us, if we've got characters who have been throwing weapons in-game, we should give them the chance to continue doing so (at the expense of some other ability). Gaining a bit of extra proficiency is no more odd than losing the proficiency that they already had. * My proposal * -- In Continuing Game Rules: Experience: Rules Changes, add this: "If an ability (even a free one) becomes more expensive, you can either shift points into the ability from some other ability, or discard the ability and use its points elsewhere."