Troubleshooter has respec at the foundation of its systems and it's excellent.
There's a conflict between two design philosophies on the question of respec. One philosophy is that you should live with your mistakes, and ideally the game should become more fun when you do. This philosophy usually extends to every part of gameplay, not just character building. In a game where you're expected to live with your build mistakes, you're expected to live with your choices in dialogues and quests as well. If a game wants you to do that, it is also obligated to provide interesting and satisfying situations for characters who have made suboptimal choices.
The other is min-maxing. A game that expects you to min-max your characters has to be pretty complex, and is usually less discriminate in what sort of challenges it throws at the player, provided that they're genuinely challenging, and challenging in the right way (which in RPGs always means combat). That sort of game can afford to throw some bullshit at the player, go "are you a bad enough motherfucker to get through this" and trust that the process of finding a way is enjoyable.
I think both approaches are fun, but when I play a game of the second type, with complex systems and challenging combat, I find that Troubleshooter has spoiled me and equivalent systems without respec feel outdated. In that game, the game of character building and the game of combat interact organically, whereas in other games it feels more like you're taking it in very discrete turns to play one or the other. Obviously you don't build your characters in Troubleshooter at the same time that you're fighting, but you're definitely thinking about the one while you're doing the other. In other games, you don't tend to react much build-wise to the specific enemies you're up against at any given moment. You're thinking more about the broader picture. Sometimes you'll restart the entire game if you find you've fucked up, and that's part of the process of accumulating enough information to be able to create one character that can get through all the challenges in the game. You don't tend to dip into a specific counter to the enemies you're facing at the specific point that you happen to be leveling up. If you are, that's usually a sign that the game is easy enough that you can afford to be less min-maxy. Sometimes you'll have all your levels planned out before you even start the game.
In Troubleshooter, however, you're always tinkering to face up against specific threats. When you're between missions you'll be thinking about how to build for the next mission, and when you're in the mission you'll be thinking about how the enemies are responding to your builds and how to make them even better for the mission that comes after this one. It's the process of "maybe I should restart and build differently" but on a micro scale. It lets you experiment without wasting time or running the risk of soft-locking your game, and it lets the enemies ask much more of the player, since you can actually respond on the fly without losing hours of progress. It's brilliant.
So in summary, it depends on the game. Respec is terrible in games that are all about living with your choices, but it's great in combat-heavy games with complex systems.
Great summary.
The first problem with the "living with your choices" idea is that it ostensibly makes sense from an in-game perspective, but yet it doesn't
actually make sense from an in-game perspective when it comes to builds, only C&C story choices (where it very much makes sense, but the gamey problem there is saving, not respecs); the second problem is that it presupposes that the game is well made and has no "fake levers."
Like, if you were a knight in the virtual world, you would know the ins and outs of being a knight and in that sense any knight-choices you made, the responsibility would be on you and you alone. But from a meta parspective as someone rp-ing a knight, you don't necessarily know the depth of what
being a knight in that world (as represented by the various numbers and abstractions and rules) is, and you have no idea what (as it were) gimcrack nonsense the developers have slapped together and called a "knight." So it's kind of stupid that you're expected to make blind choices in a way that nobody in that virtual world would make them because they wouldn't be blind,
yet you're expected to think of that as rp-ing a character in that world.
It's fundamentally incoherent. The conceit is that you're rp-ing a choice in a virtual world, but the reality is that you're a videogame player making a choice out of a range of options that fallible developers are offering.
(UNLESS you have a big fat manual (like wot you used to have in games). In that case, with the system laid out in front of you so that you can ponder it in some depth before making your "cut" ("measure twice, cut once" as the old Rasta said in Neuromancer) - then yes, that rationale would make some sense. Otherwise, as a player you're always in a meta situation where you're "learning a system" so it makes no sense to expect you to make informed decisions about a system you know nothing about. However, all that said, there are some fairly common tropes - like, usually, a crit build will be viable, and it's fairly obvious what a tank is.)
The other thing that's dumb about that stance is that games are seldom so well made that everything works as advertized. There are usually quite a few "fake levers" (things you can use to no real effect) in videogames, especially new ones, and you only get to know what the fake levers are after you've played for a bit (or after the devs have fixed them).
I would say there's a healthy compromise where you can offer one or at most two free respecs to a new player, so that they can get a more hand-in-glove build for their first and most immersive character as they start to underestand the system, but keep the free respecs till someone's finished the game, and the story is more or less "done," in which case the virtual world illusion (the excitement of it feeling like a real world) is basically gone and any further investigation of the game is just playing around with builds.
(Btw, the idea of "paying" for respecs in some in-game way is quite frankly retarded. It's wholly a meta thing, to do with the player, not an in-game thing to do with the character the player is rp-ing. An in-game character might retrain something here or there (like learn to use bastard swords or something), but they remain fundamentally their class, which is a lifetime commitment, and respeccing out of it into a totaly different class can never really make any in-game sense at all.)
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The thing I'd say where "living with your choices" makes sense when it comes to build-related things is where your attributes are given from a random roll and you have to make the best of them. That I think is a great spirit for a videogame, but that's not "living with your choices" that's "living with what you (in the virtual world) ARE."