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> Creating new Weaves
Mantyluoto
Posted: Jun 4 2004, 12:23 AM
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I know ive asked this before and the response i got was luke warm. so my player tonight were talking (supposed to be trolloc bashing but didnt get that far) and here's what we've come up with.

Creating New Weaves

When a chaneller gets the urge to create a new weave, or when the weaves they have are not suitible for the task, they have two options.

1) Tweak an existing weave into a new form
2) Create an absolutely new Weave (i want to keep saying spell biggrin.gif)

The basis of the Formula is a weavesight check vs These DC's.

DC 30 if tweaking an existing weave.

DC 40 if creating a new weave.

The rules are as follows.

1) The channeller MUST have the talent the weave is being created for.
2) If the channeller doen't have any of the required affinities they get a -5 penalty
to the weavesight check.
3) If the channeller has some but not all of the affinities they get no penalty/bonus.
4) If the channeller has all of the required affinities they get a +5 bonus to the
weavesight check.

upon making the weavesight check (regardless of success or failure) the channeller MUST make a fortitude check vs the above DC's. If the check fails use the table for overchannelling minus the last effect.

There is NO way a channeller can burn themselves out by doing this.

Manty


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Mantyluoto
Posted: Jun 4 2004, 12:26 AM
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Right i know i'm going to get some good critism for this.

just a few notes.

I set the DC's that high because it is not supposed to be easy (my player's weavesight bonus is 17 so DC30 is not that tough).

we decided not to include stilling as, for us at least it would probably end the game (since he is a solo player). the option is there for you to include stilling.


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Mantyluoto
Posted: Jun 4 2004, 12:36 AM
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for an example.

My player wants to change the Fireball Weave to effect a single target but to do more damage.

So the DC would be 30. his Pc has all the affinities (and i mean all sad.gif ) so gains a +5 bonus to her already huge +17. so he only needs to roll 8 on a d20 to succeed.

the downside to this is her Fortitude save bonus is only +5 so she is not going to make that vs DC 30.

there will be some bad effects, possibly up to 4d6 damage and no power for 2 weeks.


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Kakita Aramoro
Posted: Jun 5 2004, 06:20 PM
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what's wrong with using the rules on pg 198 of the dmg for researching original spells? set the level of the spell as the average of the lowest you can cast it at and the highest you can cast it at. it gets rid of excess loot your player may have, and if you plain don't like what they are trying to do theive just waisted their efforts biggrin.gif
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Mantyluoto
Posted: Jun 12 2004, 04:38 PM
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QUOTE
what's wrong with using the rules on pg 198 of the dmg


i take its version 3.5. cos in my dmg its Magical Rods.

basically i dont like the D&D way of creating spells/weaves.

WoT doesn't use material componants and the idea of using XP "shudders" scares
me.

The source is supposed to be something that the channeller can see and feel (and takes the place of cmponants i suppose). channellers mould the Source into required effects. i know some traditions use gestures to cast weaves but not all.

Imagine Nynaeve when she healed stilling. the book description has her angry she does something that hadn't been done in an age (biggrin.gif) and doing do creates something new. now where does it say she is weaker after (loss of XP).

and why do you need to have a monetary cost, as the source does not need to be researched, you just need to establish a time period that your channeller has been tweaking/creating.


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Blaeric Fen
Posted: Jun 13 2004, 12:01 AM
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I would have it so that if the channeler doesn't have any of the affinities, they can't create a weave with that affinity. Since the channeler would be somewhat proficient with the affinity it would still be possible to tweak the weave slightly. But the more they want to tweak it, the higher the DC. If the channeler has all of the affinities, that should be a prerequisite to creating a weave of that type. There shouldn't be a bonus awarded for creating a weave that has the same affinities as the channeler, nor should there be penalties for not having the affinities. Giving someone a bonus for something that they have anyways is kinda pointless in my book.


That probably didn't help at all did it Manty? Was I just going on & on about nothing again? Let me know if I was. biggrin.gif


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Mantyluoto
Posted: Jun 13 2004, 08:52 AM
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Channellers don't need to have the affinities to cast weaves just the talents, it just means they have to use a higher weave slot.

whereas if they have some of the affinities then they cast the weave as per the standard rules.

and finally if they have all the affinities then they cast it as 1 level lower.

so that is why loose with no affinities have a penalty, those will all affinities get a bonus.

And Blaeric stop going on about going on ok biggrin.gif

its the reason why we all love ya (in the big manly sense tongue.gif )

no it is Magus really "slap"

ouch dont hit me "slap, crash. whack"


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Blaeric Fen
Posted: Jun 13 2004, 06:21 PM
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With all that given, I would say that what you originally posted would be ok, but make the DC higher given your PCs saves & all. Donn't make them impossible, just make them a little harder to get than an 8.


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bmtc
Posted: Jul 10 2004, 09:34 PM
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I have two issues with it. One, if this is an option then it should replace the new weave a wilder learns every level and allow them to just learn a new weave with it as well.

Also, why should a wilder have to have high weavesight? I always got the impression that most wilders, even very strong ones had little ability to see the weaves that were being cast. Perhaps another skill could do?
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Zarozynia
Posted: Jul 11 2004, 02:26 AM
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QUOTE (bmtc @ Jul 10 2004, 07:34 PM)
Also, why should a wilder have to have high weavesight? I always got the impression that most wilders, even very strong ones had little ability to see the weaves that were being cast. Perhaps another skill could do?

Weavesite is a completely natural ability that comes with being able to channel. Females can always see saidar being woven, and men can always see saidan being woven. This is why, even though they do not know how to channel weaves themselves, sul'dam can see when their damane weave, if she has been a sul'dam for a while.

Its true that a wilder who has not been around other channelers may not have honed this ability through not having had a need, but a wilder that was part of the kin, for instance, or even one that lived in a city where she'd seen Aes Sedai channel, would have a lot of use for a high weave site bonus.


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bmtc
Posted: Jul 11 2004, 06:06 AM
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yes, I would agree with you to some extent. A wilder with the kin, however, has likely had some help and training with them, albeit a mild amount. Once a wilder becomes immersed in other channelers of the same gender they become less wilderish, and seem more like initiates. (do you get what I mean, or am I not making sense)

The average Jane wilder, though, off in a village somewhere, likely has a block, and therefore also likely has very limited weavesight. (as she has trained herself not to realize what she is doing)
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Two Rivers Wolfbrother
Posted: Jul 11 2004, 07:37 AM
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Kinswomen should qualify as initiates. It would fit that organization more, even if it's not the same nor as powerful as the Aes Sedai.
One of the reasons wilders have lower weavesights than initiates is because A) initiates get a +4 bonus to Weavesight checks starting at 1st level, and cool.gif initiates have a high intelligence more often (it being their channeling ability) while wilders more often have a higher wisdom.


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drothgery
Posted: Jul 11 2004, 06:08 PM
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Well, you know what I think on this one -- breaking initiate and wilder into two classes, especially two that multiclass terribly with each other, was stupid, and IMC we don't use either class for PCs. My generic channeler (and the related Accepted and Self-motivated feats; see the link in my signature) may still need a few tweaks, but I think it works a lot better.


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