catseye yellow wrote:
why dont you make halflings quest to become a wizard an integral part of your adventures? she has found two books but she would need a mentor in arcane arts. it could be an old and wicked wizard living in the howling tower or monstrous hag, mother of the race, teaching dweomers to those that brave gnoll infested wastes to come to her. and there would be a small matter of paying for it. maybe they would demand number of services even before they decide to consider halfling miscreant as a worthy student. maybe halfling could pay with her extraordinary luck or maybe by giving away her shadow (and with it mysteriously her stealth) thus gradually exchanging halfling class/race traits with wizardly ones.
in that way you would give your player something even better: a quest to become a wizard.
This is my approach for any situation where a character finds something they may not be able to immediately use -- or a halfling that wants to be a wizard, or a warrior that wants to become a monk, etc. Work it out in the story -- don't houserule anything. House ruling implies that every character any time could take the same path to reach the same goal, and that's just not the way it should work, in my opinion.
Consider the wizard (class and character) -- the wizard class allows certain parameters (hit points, spells per level, etc). This doesn't mean that Zer'hain the wizard (level 3) looks even remotely like Mephisto the wizard (level 3). Each has taken a very different path, had very different experiences, and thus has had very different results to their fundamental "wizard class." Zer'hain found a fountain that increases her hit points and binds her to a water demon. Her patron has granted her a "free" spell for freeing a powerful water spirit from an elemental prison in Stonedeath. The resulting corruption, however, has caused her to drip water for days after casting this new spell.
Mephisto, on the other hand, contracted a rare disease that he cannot seem to cure which has drained his Stamina (and thus hit points). His patron is a minor forest spirit that only grants a few abilities when invoked, and due to his low intelligence, only has a couple of useful spells. Yet, after being held prisoner by the ape-men of Firosia, he was accepted into the tribe and taught how to shoot a semi-magical device called a "carbine." On his resulting adventures with the ape-men, he gained a magical talisman that protects him from all mind-influencing magic and due to slaying the Queen of the Slugmen, all slugmen now consider him to be a demi-god.
The story of the character should prevail. Don't complicate the game with more houserules -- or give players an easy way -- it's much more interesting to have a character develop into the thing that the player most desires -- not just roll it up. If a player wants his character to be able to "do something else," give the character a path, make the difficulty (time, pain, money, etc) line up with the desire.