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A rogue special ability is fair Rogue special abilities are about equivalent to a feat (and, in fact, the feat option is one of the best of the options presented), and Improved Uncanny Dodge is something you generally can’t get as a feat.1 Improved Uncanny Dodge definitely would not be a strong feat, but far weaker feats exist, and many of the rogue special ...


3

There is no rule that imposes a hard limit on the amount of experiences that you can use in a single session. The only related reference that I can find is in the original World of Darkness corebook, p. 217: It takes time and study to learn new things. If a character does not already possess some basic competence in a Skill, he must spend time training in ...


2

If the house rule's gamed, there's a chance of a minor imbalance The special ability uncanny dodge scaled differently in Dungeons and Dragons, Third Edition, where it was tied to, of all things, what's now the special ability trap sense. Advancing uncanny dodge meant looking at the rogue's level advancement, computing a character's effective rogue level ...


2

I think that, generally speaking, allowing a bonus feat or some other equally powerful (subjective) ability would be a fair compromise to encourage the player to try new things. Personally, I think character planning can be detrimental to a game, so allowing characters to advance via multiclassing or prestige classes is important. I would give the character ...



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