The "Specialist" career trait

By Tear2, in WFRP Rules Questions

Sorry in advance if this has been discussed already, but I could not find anything on the topic.

The rules for career transitions state that each matching trait reduces the cost by 1. For careers with the Specialist trait, this is a bit odd.
The way I understand it, it makes the transition from Pit Fighter to Scribe easier, for example.

In my opinion, it would be more intuitive if the Specialist trait would always be incompatible.
Or maybe there is a rule that I have missed?

Tear said:

The rules for career transitions state that each matching trait reduces the cost by 1. For careers with the Specialist trait, this is a bit odd.

The way I understand it, it makes the transition from Pit Fighter to Scribe easier, for example.

In my opinion, it would be more intuitive if the Specialist trait would always be incompatible.

I definitely agree with your opinion. It seems pretty darned strange, especially in the case of Pit Fighter to Scribe, but also from Barber-Surgeon to Hunter or various other combinations. I'd support and sign on for your house rule about the specialist trait. It would have been nice if the specialist trait were either applied more conservatively, or broken up into several variations.

Gotta say at this point, I love just about everything about the way the current edition plays , but I'm less pleased with some elements of character creation and advancement. I wish FFG would release more careers soon so we could figure out what long-term advancement really looks like in this edition.