This IS kind of late, but:
Admittedly I'm not thinking of full "I'm a warrior who decides he wants to be a frail mage now", which admittedly IS ridiculous in all but the least story focused games (unless they built it around this possibility like, say, that hypothetical Dr. Who RPG), but more along the lines of what Evillore said:So, in your example, I decide to play my character as a snarky asshole mage who shoots sarcastic comments all the time, mid game I decide I'm not having fun and that I want to play the game as a brutish but good-hearted warrior guy. The solution is to have some way, in the game world and logic, to have my character be reborn as a new person with an new personality, skills and whatnot? To minimal effect? Unless this is a Doctor Who RPG, this ruins role-playing entirely.
I'm thinking more that, say, I'm playing a warrior, but I completely botched it by trying to do everything, and instead respec that warrior to be a pure tank. That makes ENOUGH sense to me, especially if it comes with a price like that, or simply slap the gameplay penalty of lost levels like Etrian Odyssey did so you can come up with your own idea of why s/he's suddenly much weaker but more specialized (I'd say forcing yourself to fight in a new manner inherently means you'll be less competent for awhile). This is more along the lines of an emergency out button anyway, one you can't take lightly, and if you're not going to make gameplay a complete pushover or at least allow you to switch difficulty to "narrative' on a whim or whatever then it would be a solid compromise for those players that screwed up. That, and the whole Souls thing seems to imply this could actually make enough sense RP wise anyway if you want to be really anal about it.I have no issue with limited respeccing that makes sense within the game world. For example, going to a monastery and enduring the training there to expand your mind but wither your body in exchange, whether that means redistributing some stats or reassigning some skills.
Or, even, leave specialization for later in the game, so that critical choices are made when you're more informed about how the game plays and how you want your character to handle things. Can leave it open-ended, too, so that you can go back in a different direction as part of a proce-----wait, I'm just describing Planescape: Torment now ;b