Are there rules in Gloomhaven for switching perks? I read nothing about it in the RuleBook nor saw anything via google. Wondering if this is the case of doesn't say so can't do it.

As much as one can stress about a game, I am worried picking the wrong thing then later feeling I could have done better.

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    Rules as written there's no way to undo the choice, but feel free to house rule a once-in-a-blue-moon change if you have buyer's remorse. – Manath Jul 13 '18 at 18:37
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    You'll get another one each level, so I don't see the point of allowing this. I would definitely be opposed to a house rule allowing this. I would, however, be open to requests on a case by case basis (e.g. I'd be more likely to allow a swap If we're talking about a character that started with a lot of perks). – ikegami Jul 14 '18 at 11:05
  • If you haven't taken the "Ignore scenario effects" perk, then you need to house-rule a swap ASAP, IMHO. YMMV. – The Chaz 2.0 Jul 14 '18 at 19:31
  • (somewhat to @ikegami) I don't know if this is relavent or not to the Q, but I just started playing this game and was about to take my first perk. So my caution is (for example) "wow, push sucks for this character the way I like to play them" and being full of regret. Some of the online reading I did people were asking if they needed to take a perk at all, making me strongly suspect that some are better than others for certain characters. Thus the motivation behind the question before I chose=) – joedragons Jul 16 '18 at 20:03
  • Have a few extra push in your deck is not going to cause regret. You don't have to apply the push if you don't want to. If you do apply it, though, you need to apply all of it, For example, if you have a push 2, you can push 0 or 2, but not 1 (unless walls and such prevent pushing more than 1). – ikegami Jul 17 '18 at 9:25

I agree it is not in the rules that you cannot switch perks, but there is also no rule that allows you to switch perks. So I'd lean towards: once you check the box, you are done.

This may be harsh, but Gloomhaven as a legacy game is all about making decisions that you later regret.

That being said if you don't like the fact that you can't change perks, you can always (try to) add a house rule that allows you to.

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    Thanks, I was already considering a house rule like "retrain" in 3.5D&D (change but at cost). I'll give this a couple days to see if anyone has more info then will accept. – joedragons Jul 13 '18 at 19:50
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    My take on this is that it doesn't really affect the legacy state of the game (a change to the character sheet). As long as you're doing it because you don't like how the perk plays, rather than because you know you're going into a certain style of scenario, then I say allow it if it makes the game more enjoyable for the person doing it. It doesn't really affect anyone else anyway! – Samthere Jul 19 '18 at 17:39

Given that there are situations that cause you to lose perks (you can lose "checkmarks" on occasion, and if you only have enough to have just earned a perk, that perk then goes away).

That to me, is the "in" to allowing for a perk change. Given I can lose a checkmark, lose a perk because of it, and then ... when I "re-earn" the perk pick a completely different one ... why can't I just change them on the spot?

Although, I agree with the poster who said "no changing perks if you have advance knowledge of a scenario".

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    This is incorrect, p.42 of the rules "A character can never lose a checkmark that would cause him or her to lose a perk" – KillianDS Aug 30 '20 at 8:27
  • Lol. Teach me to blindly trust the guy with the rulebook ;-) – Craig Steel Aug 31 '20 at 20:23

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