Abstract
Problem: Should RPGs allow players to respec — resetting and respending their skill, perk, attribute, or spell points? What are the trade-offs?
Approach: Tim Cain traces the history of respec from its absence in tabletop and early CRPGs through its emergence in MMOs, surveys common implementations, and weighs the pros and cons from both player and designer perspectives.
Findings: Respec enables build experimentation and makes high-requirement perks/items more accessible, but it can cheapen player decisions, undermine immersion, and encourage lazy design by letting developers hand-wave away dead-end builds and unbalanced encounters. In multiplayer games it can become a social obligation rather than a choice. Whether to include it depends entirely on your design goals.
Key insight: Respec is a design tool, not a universal good — it should serve your game's goals, and including or excluding it will always alienate some subset of players.
History of Respec
Respec — letting players reclaim and respend all their invested character points — didn't always exist. Early RPGs drew heavily from tabletop, which never had such a mechanic. Tim doesn't recall seeing it in any 80s CRPGs and struggles to place it in the 90s either.
The first time he personally encountered respec was in MMOs — either World of Warcraft or City of Heroes. From there it spread widely, appearing now even in single-player RPGs.
Proto-Respec: The EverQuest Accident
Before formal respec existed, some games accidentally enabled something similar. In EverQuest, dying could cost enough XP to drop you a level. When you re-leveled, you could pick different abilities. Tim used this to try a different spell after seeing how his first choice played out — a "very rough proto-respec."
Common Implementations
Tim catalogs the spectrum of respec systems:
- Free respec — press a button, respend everything, no cost
- Money-gated — costs currency, with escalating prices on repeated use (a "toe-dipping" model)
- Token-gated — requires a consumable item that may be purchased, found as a rare drop, or earned from specific encounters
- Location-restricted — must visit a particular trainer or base, possibly combined with other costs
Arguments For Respec
Player Benefits
- Lets players experiment with different builds without replaying hours of content
- Makes high-requirement perks and items accessible — if you find a powerful weapon that needs a different build, you can respec to use it
- Gives players more choice and agency over their experience
Designer Benefits
- Makes certain design patterns more viable — gating powerful perks behind attribute thresholds is less punishing when players can respec to reach them
- Supports games with broad build variety where the "right" build isn't obvious upfront
Arguments Against Respec
Player Concerns
- Cheapens decisions — if anything can be undone at any time, none of your leveling choices ever mattered
- Breaks immersion — feels "gamey" in worlds built on consequence and roleplay
- Social pressure in multiplayer — respec becomes an obligation ("we need a specialized healer") rather than a choice, forcing players into builds they don't want
Designer Concerns
- Encourages loose design — dead levels with nothing interesting to buy? Who cares, players can respec. Dead-end builds that can't finish the game? Just respec. Unbalanced areas immune to your build's damage type? Respec into something else.
- Shifts blame to players — bad design becomes a player problem ("just respec") rather than something the designer needs to fix
- Undermines stated goals — if your game promises meaningful choice and consequence, respec directly contradicts that promise
Party-Based Single-Player Games
In single-player RPGs with party control, respec can make companions feel like interchangeable tools rather than characters you're roleplaying with. Their identity becomes their current function, swappable on demand.
Tim's Conclusion
Like every feature Tim discusses, respec has passionate advocates and detractors:
- Some players won't buy a game without respec — they see it as respecting their time
- Some players won't buy a game with respec — they see it as undermining meaningful choices
- A larger group accepts respec conditionally (e.g., fine in multiplayer, not in single-player)
Tim has used respec in some of his games and omitted it from others — sometimes not even as a conscious choice, but simply because it wasn't in his "tool chest" at the time.
His advice: base the decision on your design goals, not on what you think will sell more copies. No matter what you choose, some subset of players will reject it.
References
- Tim Cain. YouTube video. https://www.youtube.com/watch?v=V1k4tpDQWDI