Buy more than 10 Career advances

By socratim, in WFRP House Rules

Does anything speak against letting the players buy more than 10 career advances? In the FAQ it says that normally after 10 career advances, everything in the career switches to "outside of the career", thus, increasing a stat to 6 only leaves you 4 advances of the career.

Currently I can't really see, why this is. If a character wants to spend more time in a career and max it out - why not?

I allow my players to take their career again, non-humans pay 1 advance though (as if they had switched to a new career). Disadvantage is that they get no new career talent, advantage is that a career sometimes has good attributes/skills, that some players would like to get again.

I've been thinking of making some sort of bonus, to balance out not getting a new career talent, but I'd only award such if them staying in the career was in respect of some role-playing element.

Heh. I dumped the advancement requirements for career change and changed them to 'leveling:'

Human: 9 xp, PC changes career and keeps card (I don't care to what, just make it roleplayable)
Non-Human: 10 xp

Max advances per career sheet and costs otherwise are intact.

Players seem to like it.

jh