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<blockquote data-quote="Sigurd" data-source="post: 3432642" data-attributes="member: 19412"><p>To every one who replied, thank you.</p><p></p><p>I appreciate all the ways people mentioned to rework the game world to make this fit with role play. The device and the instant mentor had crossed my mind. </p><p></p><p>Maybe I'm too demanding but I still think there should be a Tradition involved with Wizards a Clergy involved with Clerics and training guilds with the other classes. I don't think it is unreasonable to tell a player that they need the groundings in a new base class before they can progress in it. Telling characters before they dip (I have no idea if this is the players actual intention) seems like the fair thing to do.</p><p></p><p>I don't mind the ideas for the training crutches presented but there is only so much I will tweak the adventure path we are in. Using this as a general rule would fill the world with teaching books and roaming mentors - opening up the question of how much are the items worth and what would the mentor do if the party was attacked.</p><p></p><p></p><p>If the character gets inventive I'll try and enable. If the character simply assumes they might have to take another level of rogue or wait till after training is available and received.</p><p></p><p>A lot of teachers who are very good at their skills would teach because they simply dont want to adventure. They are a useful cause for cities, sages, and markets. I think I will side with verisimilitude on this one and stick to my guns.</p><p></p><p>sigurd</p></blockquote><p></p>
[QUOTE="Sigurd, post: 3432642, member: 19412"] To every one who replied, thank you. I appreciate all the ways people mentioned to rework the game world to make this fit with role play. The device and the instant mentor had crossed my mind. Maybe I'm too demanding but I still think there should be a Tradition involved with Wizards a Clergy involved with Clerics and training guilds with the other classes. I don't think it is unreasonable to tell a player that they need the groundings in a new base class before they can progress in it. Telling characters before they dip (I have no idea if this is the players actual intention) seems like the fair thing to do. I don't mind the ideas for the training crutches presented but there is only so much I will tweak the adventure path we are in. Using this as a general rule would fill the world with teaching books and roaming mentors - opening up the question of how much are the items worth and what would the mentor do if the party was attacked. If the character gets inventive I'll try and enable. If the character simply assumes they might have to take another level of rogue or wait till after training is available and received. A lot of teachers who are very good at their skills would teach because they simply dont want to adventure. They are a useful cause for cities, sages, and markets. I think I will side with verisimilitude on this one and stick to my guns. sigurd [/QUOTE]
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