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I haven't played that before. Any particular reason you ask?
Giving players the ability to change their mind, switch between trees, and being able to forfeit the penalties they've acquired when it is critical at the cost of their bonuses, is more important to me design-wise.
I haven't played that before. Any particular reason you ask?Believe me, I would really like "hybrid" choices, and I've thought of a few schemes such as being able to adopt virtues freely up to the level below your dominant, and adopting a virtue from the same level will switch your dominant and cause you to lose policies within the same level. It is something I still might try to implement, as there are some fun thematic consideration I can think of (such as categories never really starting from scratch and becoming smaller). However, giving players the ability to change their mind, switch between trees, and being able to forfeit the penalties they've acquired when it is critical at the cost of their bonuses, is more important to me design-wise.