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Instant Wizard?
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<blockquote data-quote="DogBackward" data-source="post: 3431400" data-attributes="member: 50642"><p>That's the point of the post above actually. He <em>has</em> had training, it just came <em>before</em> he took his rogue level. As long as he puts at least a few CC ranks in Kn: Arcana, Spellcraft and a few in UMD, I don't see a problem. Those skills represent his previous magical training, he just hasn't actually <em>applied</em> this training... yet.</p><p></p><p>Make sure the first adventure or two has a wizard, so he can yoink the spellbook. Then have him RP reading the spellbook and maybe practicing a little (remember, he's already go the basic skills he needs), and let him take the Wizard level next level. But <em>you</em> choose his spells, since he's learning/training from somebody else's spellbook.</p><p></p><p>You both get what you want. He does some re-training for you, and you don't make him waste time with pointless in-game mentor-hunting.</p><p></p><p>Think of it this way... does finding a mentor and studying for a week make for an action-packed, rousing adventure that everybody will have fun with? If so, then you're probably the best damn GM in existance, and you should go for it. If not, then leave it alone. "Hand-wave" it, and get on with the real fun: the adventuring.</p></blockquote><p></p>
[QUOTE="DogBackward, post: 3431400, member: 50642"] That's the point of the post above actually. He [i]has[/i] had training, it just came [i]before[/i] he took his rogue level. As long as he puts at least a few CC ranks in Kn: Arcana, Spellcraft and a few in UMD, I don't see a problem. Those skills represent his previous magical training, he just hasn't actually [i]applied[/i] this training... yet. Make sure the first adventure or two has a wizard, so he can yoink the spellbook. Then have him RP reading the spellbook and maybe practicing a little (remember, he's already go the basic skills he needs), and let him take the Wizard level next level. But [i]you[/i] choose his spells, since he's learning/training from somebody else's spellbook. You both get what you want. He does some re-training for you, and you don't make him waste time with pointless in-game mentor-hunting. Think of it this way... does finding a mentor and studying for a week make for an action-packed, rousing adventure that everybody will have fun with? If so, then you're probably the best damn GM in existance, and you should go for it. If not, then leave it alone. "Hand-wave" it, and get on with the real fun: the adventuring. [/QUOTE]
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