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Jonathan |
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![]() It is good to be king ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 212 Member No.: 119 Joined: 26-March 04 ![]() |
Before I suggest anything new or different, I want to
say that I like the d20 Wheel of Time channeling system. It is
simple. Yes, simplicity is good. Simple is fast. Complex is bad because it slows down the game and can make other player's frustrated that they have to wait for someone else. ------------------------------- That being said, my idea is to needlessly complicate channeling. Channeling would require a Craft (Weaving) check. I haven't yet figured a DC table... Maybe 7+2*level of the weave + 2*number of affinities involved in the weave. For every affinity that a channeler has that is used in that weave, he or she gets a +3 to this check. Example: Arms of Air 1 has a DC of 11 = 7 + 2 (2 * 1st level) + 2 (2 * 1 affinity). For a channeler with the Air Affinity, then they get a +3 to their check (making it a net DC of 8) Every round spent channeling a weave, the channeler adds their Craft (Weaving) check mod +1d20 to their current total. Once this total meets or beats the weave DC, the weave can be used. Using it is a free action is done as part of the final Craft check or as a standard action in a later round. Holding a weave unspent is just like maintaining a weave with Multiweave. Unused weaves can't be tied off (well they can, they just can't be used because it is like freezing a net in conformation before it is thrown). ----------------------- Limit per day: Using weaves still uses a weave slot of its level. (so a Arms of Air 1 by a channeler with the Air Affinity still uses a 0th level slot, while a person without the affinity uses a 2nd level slot) ----------------------- Overchanneling: Every round spent weaving requires a concentration check like the first one. This makes Overchanneling that much more dangerous. ----------------------- Learning Weaves: A channeler can make a weavesight check during any (or every) round a weave is being channeled. ----------------------- As a Craft skill, it would have Intelligence as its key ability modifier. Perhaps other skills can give a miscellaneous modifier... Knowledge (The One Power): 5 ranks grants a +2 Mod to Craft (Weaving) checks. ----------------------- Implications:
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Two Rivers Wolfbrother |
Posted: Mar 28 2004, 10:28
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![]() Great Fang ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 258 Member No.: 20 Joined: 15-January 04 ![]() |
You know, I actually like the idea of weaving as a
skill. I always have thought it would be a good idea, even for casting
magic. I don't think it complicates things, just changes them. I congratulate you on a completely unique idea (unless you copied Star Wars). I think that, if nothing else, this is a good start to what could be a very awesome idea. I almost think that each Talent should be its own skill, you know, like Craft (Elementalism), though that would further complicate things. Haven't put any thought into that, perhaps it's a completely terrible idea. As for your Affinity stuff, I dunno. +3 bonus sounds good, although Balefire with each affinity becomes DC 7 (base) + 18 (2 x 9th level) + 10 (2 x 5 affinities) -15 (3 x 5 Affinities the character has) equaling DC 20. Not so difficult, especially for a high-level channeler. Hmmm. It's a start, though. Good job, man. -------------------- This is an old thing, boy. Older than Aes Sedai.
Older than anybody using the One Power. Old as humankind. Old as
wolves. Current Projects: Encounters Handbook Wheel of Time 3.5 Homepage: www.towncenterproductions.com It's Funny! |
Jonathan |
Posted: Mar 28 2004, 11:02
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![]() It is good to be king ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 212 Member No.: 119 Joined: 26-March 04 ![]() |
Well the skill check thing I saw something similar in
Sovereign Stone. But instead of a skill it was a bonus equal to the Mage's
level. Of course mages were more restricted in that... (Each mage was of
one element, to use spells of multiple elements you had to multiclass, and
then you used the modifier of the class you had fewer levels
in). About Balefire... well I never said I had totally figured out how to calculate the DC's. I'm now thinking Base DC: 7 + 2*weave slot effect (that means if you are using Fireball-5, it is 17, even if you have all the associated affinities) 1 Affinity: DC +1 2 Affinities: DC +3 3 Affinities: DC +6 4 Affinities: DC +10 And for every Affinity you have... maybe just count it as not having that affinity? Example: Malrak is a level 3 Wilder using heal, he only has the affinity of Spirit. It is a three affinity weave, he is using it at its level 1 effect so the Base DC of 9 (7 + 1*2) and he has 1 of the 3 associated affinities (so just +3), the total check is 12. That still seems low... Maybe double all the affinity based mods? How about this: Base DC = 10 + 3*weave effect Missing Affinity Mod Missing 1 Affinity: +2 to DC Missing 2 Affinities: +6 to DC Missing 3 Affinities: +12 to DC Missing 4 Affinities: +20 to DC These mods may seem steep, it really makes the Extra Affinity feat more useful. I mean, why should someone with just one affinity be trying to use a really complicated weave? P.S.: Confession time: I put the row for missing 5 affinities in originally... (but then I realized that there is no way to not have any of them) -------------------- |
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