Talents: A proposed house rule

By limelight, in WFRP House Rules

So I've been thinking about talents and careers lately. The talents the way they are set up needs, for me a little tweeking. They are very cool in my opinion, very usefull for specific moments, but do not unbalance the game. I realize that the designers need to make the careers unique but i have found that the talents are very good at "rounding" out a character for roleplaying purposes. So here is what I am considering:

1. Nothing changes in character creation

2. I will turn the "talent" sockets into universal talent sockets...with the exception being the unique ones (insanity, order, wind)

3. Characters may purchase any talent type and slot them as normal

4. The talents available to a career that are purchased with advancements count as career advancements. Those that are not part of the career card can be purchased as non career advancements and cost 1 additional advance.

5. When the career changes, talents from the first career carry over and may be used in the universal sockets

I feel this gives even more options to my players.

There's certainly nothing wrong with that as a house rule, and it will give your players more options.

However, it will also reduce some of the balance and unique flavor of the careers, so it will be a trade off.

I'm very interested to see what FFG is going to do with more Intermediate and Advanced careers, which might actually have a universal talent slot like what you suggest here.

I am considering the same rule also, but with the addition that the player can only have two of the same type of talent active if his current career has two of that type available. So wardancer could have two tactics active, for example.

Currently, it feels kind of clunky to have to consider a future career path when choosing current talents. Wasted advances don't seem in spirit with the rest of the game.