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> Angreals arn't book realistic either by far
shaun
Posted: Jul 23 2004, 01:42 PM
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I wish RJ had been involved in designing the channelling system in the WoT RPG -which he was most painfully obviously wasn't- so that we would have a system that more than vaguely resembles how it worked in the books at the best of times mad.gif mad.gif
Most net WoT RPG's do better! mad.gif

In fact does anyone know of any net WoT RPG’s with half decent channelling systems that I can use as a base for developing a decent channelling system, because, quite frankly just about the only thing that this RPG has got right are the names for things and I wouldn’t be surprised to find mistakes there, with the garbage they have already put together.
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Sharn Penndroen
Posted: Jul 23 2004, 04:32 PM
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This might not be ideal for you, but here is my skill based channeling system. It was inspired by the Star Wars forced system. You may have seen it up here not long ago as folks around here helped me work it out.

Here is the Link. Skill Based Channeling

This post has been edited by Sharn Penndroen on Jul 23 2004, 04:32 PM


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TwangCat
Posted: Jul 23 2004, 04:45 PM
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I'm in the process of creating a chanelling system based off of White Wolf Mage magic system. It won't be complete for another month or two but if you want to help with the creative input I could show you what we've got so far.
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Two Rivers Wolfbrother
Posted: Jul 24 2004, 08:03 AM
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There are more revisions of channeling systems than anything else by far. Some people think it should be skill-based, some think there should be a new attribute, some think it's fine the way it is, some think it should be a point-based system, and so many in-between. The systems are good, and usable (for the most part). You just gotta decide what you think should be applied to your game. I would give my opinion, but maybe 20% of the board MIGHT agree with me.
One great thing about D&D is that it's not based on books, so you can make whatever world you want! You can use any magic system, or none, or every one for different classes, whatever! Wheel of Time is a very detailed world in the books, so you can't just do whatever you want. I doubt anyone will ever write a system EVERYONE will totally agree with. They're all intriguing, and with merit, but there's always something someone doesn't agree with.
I will, however, give this opinion. I think that people are too bent on balance. I think that channelers could potentially be (and should be) stronger than normal characters. I think that's just a part of this world. Asha'man are good channelers and good soldiers. Aviendha's a very capable fighter and channeler. I can imagine very capable roguish-types coming as well. If you want to make a channeling system that follows the books, channelers will have the edge. Players will have to understand that when they play a wanderer or noble or woodsman or whatever, channelers will have some advantages.
Kinda like in Star Wars. Jedi are sincerely cool, and probably more powerful than the other classes, yet that's as it should be. I think it should be the same with channelers, if you want to make it book-aligned.


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drothgery
Posted: Jul 24 2004, 08:32 PM
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It's probably worth noting that a lot of the class balance in D&D is built into characters having a lot of magical equipment, regardless of class. If you had a D&D world where...
  • item creation feats were virtually eliminated
  • magic items were extremely rare
  • no spellcaster under 6th level will openly use their powers outside of a single academy that virtuall all spellcasters attend
  • spellcasters who don't attend the academy are prosecuted by those who do
  • other powerful forces prosecute all spellcasters, but the academy protects its own to some degree
... then you've put Wheel of Time-esque structure into your D&D game, and the spellcasters will dominate the game when they're free to use their powers. A Fighter would be no better able to keep up with a Wizard, under those circumstances, than an Armsman is able to keep up with an Initiate.

This post has been edited by drothgery on Jul 25 2004, 04:02 PM


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Sharn Penndroen
Posted: Jul 25 2004, 06:47 AM
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Amen, Brother Drothgery. Preach.


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Zarozynia
Posted: Jul 25 2004, 05:56 PM
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QUOTE (Two Rivers Wolfbrother @ Jul 24 2004, 06:03 AM)

I will, however, give this opinion. I think that people are too bent on balance. I think that channelers could potentially be (and should be) stronger than normal characters. I think that's just a part of this world. Asha'man are good channelers and good soldiers. Aviendha's a very capable fighter and channeler. I can imagine very capable roguish-types coming as well. If you want to make a channeling system that follows the books, channelers will have the edge. Players will have to understand that when they play a wanderer or noble or woodsman or whatever, channelers will have some advantages.
Kinda like in Star Wars. Jedi are sincerely cool, and probably more powerful than the other classes, yet that's as it should be. I think it should be the same with channelers, if you want to make it book-aligned.

I have to agree with you here. Yes channelers in the Wheel of Time are overpowered in comparison to other characters, but to have it any other way is ridiculous because that is the way it is in the books. Likewise with Starwards and the movies. If somebody really wants to roll play in these worlds, they have to get used to the idea that there will be people more powerful than them.

But for a GM that does want more balance (or one who knows that there party is too used to playing the balanced D&D and are whiners) there are ways to insure some balance while still having channelers in your game. As much as in the core rule book states that all present day channelers could learn all of the weaves, we all know that that isn't true - Aes Sedai really should not know all that many offensive weaves, and they CANT use them unless they are directly in trouble, or fighting shadowspawn. Windfinders mostly only learn weather weaves, and the Wise Ones dont use their power for any offensive purposes. If I had any of these in my campaign, I would be sure to keep them pretty close to what they should be in the books unless they had good, in character reasons to have developed other skills. Plus, all initiates should really be training in their appropriate field until they achieve Aes Sedai-ship etc., so why would an initiate be out in the world anyways? (Yeah, the super girls...I know wink.gif but they were punished pretty severly for this).

As for male channelers, if you are playing within the time line of the books there is a huge check on the emense amount of power that they can weild. My wilder has almost been caught at least three times, and is hence very careful about when he weaves and what weaves he uses. He knows that as much as he might be strong, he's not any match for thirteen red ajah...yet. Plus even a female wilder who is advertising her power is going to end up getting in trouble with the White Tower.

My conclusion: the only time that a channeler should really be able to dominate a fight without having any unforseen consequences should be against shadowspawn in the middle of the blight. Okay, maybe I'm exaggerating slightly...but still. There are ways. biggrin.gif


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shaun
Posted: Jul 26 2004, 07:01 AM
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one of the things that could make it more balenced, and I think that this is practically allready applied is the fact that angreals are extreemly rare and if you are going to have serious linking, around 13 or more people you certainly should kick but, just like if you have any sa-angreal./
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lordrodd
Posted: Aug 2 2004, 07:08 PM
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Sharn,

I like your skill based system. However, everytime I bring something up to my group that involves subdual damage for channelers they ask what about fighters in melee don't they get tired too? It's unfair!

Has this come up for you and/or how do you handle this question? Do yuo have some sort of fatigue factor for melee types as well?
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Sharn Penndroen
Posted: Aug 2 2004, 10:01 PM
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I don't have anything for melee fatigue, but throughout the books you never really see people getting that tired during melee compared to the complete exhaustion experienced by channelers. A combat round is only about 6 seconds, so a lot of rounds could go by without a fighter getting very tired. Channeling on the other hand, well what if you channeled a weave every 6 seconds for several minutes. That would certainly tire you out.

However if you want to have something to allow fighters to become fatigued from combat than we adapt this from old school 2nd edition stuff. I mean, realistically you will get tired if you fight long enough.

A combatant can fight a number of rounds equal to his Con score. After that time he become fatigued. He can continue to fight a number of rounds equal to his Con score. Once that time has elapsed he is exhausted. A character with the Endurance Feat uses 2 x his Con score for purposes of calculating how long he can fight. For every round a character spends not fighting he subtracts one from this count of rounds in combat. So if a character chooses to take no action during combat, he can "rest" and subtract one round from his rounds of combat taken.

If you want you can use a sheet of graph paper and X through squares as rounds go by for each character. You can erase as they rest as well.

If you do this, I think you will find that it becomes more burdensome than helpful because it is rare for combat to go on for a long time. Combat in WoT tends to get deadly quickly. Plus your channelers will have to keep track of this as well since they will be in combat.

You could give this method a try just to see if your group likes it. They may try it out and decide it is just more trouble than it is worth, or they may love it. Just trying to help you out.


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lordrodd
Posted: Aug 3 2004, 05:52 PM
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Thanks, I'll see if they go for it but I agree with you.
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