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> Arms of Air, No save?
SWAT
Posted: Nov 12 2004, 05:40 AM
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First of all, hello everyone! I run a partially WoT game, so I've been a lurker here from time to time, looking for ideas, advice, and answers, but for the first time I can't find what I'm looking for, so I figured I might as well join and ask. It's somewhat ironic to do so shortly after it's been announced that the board will close, though I'm glad to hear the community will simply move to another board.

And now to my question. I know you've probably heard this many times before, but shouldn't Arms of Air have a saving throw? The One Power is present in the multi-dimensional campaign I run, but none of the players are familiar with it. During a fight against githyanki weavers, my players had a fit when I used Arms of Air without giving a saving throw. Indeed, similar abilities in other systems always provide a save. And it seems to me it could too easily be used to drop people off cliffs and such. So, is there something I'm missing?

Thanks!
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Kaimus
Posted: Nov 12 2004, 07:28 AM
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The game rules allow for a saving throw, I believe, but personally, I wouldn't have my players roll for one. You can't see Arms of Air unless you're a channeler of the same sex. How would you dodge it?




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Two Rivers Wolfbrother
Posted: Nov 12 2004, 12:26 PM
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If you're running a Wheel of Time game without the dimensions, or without running a D&D game with some Wheel of Time rules...basically, if you're running a normal, to-the-setting, Wheel of Time game, you get no saving throw, and there shouldn't be one. If you're running another setting, such as D&D with channeling and such happening, I could forgive a Reflex saving throw, or just use the Telekinesis spell in the Player's Handbook, which allows a Will save to resist a violent throw.


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