== 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."