Powered by Invision Power Board


  Reply to this topicStart new topicStart Poll

> The One Power, Channeler Class Playability?
Prometheus
Posted: Feb 9 2004, 11:34 AM
Quote Post


Newbie
*

Group: Members
Posts: 2
Member No.: 48
Joined: 21-January 04



First off, I just want to introduce myself. I haven't posted on any of the former boards - instead I just read them - but I've finally decided to step out of the shadows cool.gif

My question here is how the Channeler classes are played, in the technical sense. I've been looking over the One Power system - I haven't been playing this long - and it seems blatantly obvious that the Channelers in general are quite a sorry bunch. So, I was wondering how all of you experts out have played as either a Wilder or Initiate?

And - I'm sorry if I'm asking quite a bit here, but I just beginning my exploration of the RPG world - I really need some tips on Wilder battle strategies. Whenever my Wilder enters a battle, I don't know what to do! He still has his block (He is a 1st Level Wilder) and it takes him a round to concentrate to reach a 'serene' state, and another whole round to embrace the source, and I find that by that time, the whole battle could have ended! blink.gif Any advice you have is greatly appreaciated biggrin.gif

It would be really helpful if you could just post any modifications or house rules that were implemented into your games concerning the One Power and the Channeler Classes.

And if you have time, I would really appreciate it if you could give me some tips on how to role-play my Wilder smile.gif , because I can't seem to simulate a proper battle-like 'role'.

Thanks a lot to all of you, and I apologize for my 'newbie' rambling rolleyes.gif


--------------------
"Put yourself between support and a definite article, then add a couple."

Puzzled?
PMEmail Poster
Top
LuciusT
Posted: Feb 9 2004, 01:33 PM
Quote Post


Elder Scholar
*****

Group: Members
Posts: 123
Member No.: 19
Joined: 15-January 04



Greatings and welcome.

I've seen a few channelers played and it's been my experience that the One Power doesn't actually have a large role in what they do.

First, since we seem to be discussing combat, channeler's are not D&D Wizards. They do not act as light artillery in small unit combat. Generally, my opinion of channelers is that they are more akin to D&D Clerics and the only weave I've seen frequently cast at a a level higher than 1st is Heal.

The most often used weaves I've seen are Mirror of Mists and Voice of Power, because of the bonuses those give to Intimidate checks. The awe and fear most people feel toward channelers is a channelers most effective weapon and thus weaves, properly applies, enhance that reaction wonderfully.

If you want to use a Wilder in battle, I recommend taking levels of Armsman or Woodsman and picking up a sword. smile.gif If you really want to use the Power, seize the Source before the fight begins... which, of course, means knowing the fight's going to happen.
PMEmail Poster
Top
drothgery
Posted: Feb 9 2004, 03:01 PM
Quote Post


Elder Scholar
*****

Group: Members
Posts: 126
Member No.: 25
Joined: 15-January 04



QUOTE (LuciusT @ Feb 8 2004, 11:33 PM)
If you want to use a Wilder in battle, I recommend taking levels of Armsman or Woodsman and picking up a sword. smile.gif If you really want to use the Power, seize the Source before the fight begins... which, of course, means knowing the fight's going to happen.

It's probably also important to note that in RJ's world, if a wilder starts making a lot of noise (channeling obviously), it's quite likely that a party of Aes Sedai will show up to bring them to the Tower, either to gentle him or to put her in a white dress.


--------------------
PMEmail PosterUsers Website
Top
KSBsnowowl
Posted: Feb 9 2004, 03:10 PM
Quote Post


Elder Scholar
*****

Group: Members
Posts: 125
Member No.: 35
Joined: 17-January 04



One other possibility that you could use would be some alternate rules for embracing the source. I appologize that I cannot attribute them. Someone on the old boards posted these, but I didn't copy down who it was. Anyway, I feel that this rule is in keeping with the books and makes sense.

Composure (New Skill Use)
embracing the source

full round action’ take 10’ on composure to embrace the source (normal)
standard action composure DC 10 to embrace the source.
move equivalent action Composure DC 20 to embrace the source
Free Action Composure DC 30 to embrace the source.

Also, IIRC, the original poster of this rule said that if you failed the composure check, you lost the source and had to start from the beginning on your next turn. Makes it so that at low levels no one is going to be able to embrace with regularity at anything faster than a standard action, which is about right, if you ask me.

But, wilders are proficient in all simple weapons IIRC, make use of that crossbow from cover! Just because you have the Power, doesn't mean that has to be your only recourse.


--------------------
Patterns in the Weave: Aermon, son of Hamiel, son of Kamm, Male Ogier Wanderer 1
This Ogier left on a Grove-tour with his Greatfather, and he hopes to replenish the decimated Groves.

The greatest trick the Devil ever pulled was convincing the world he didn't exist.

Duty is as heavy as a mountain, death as light as a feather.
PMEmail PosterAOL
Top
Mantyluoto
Posted: Feb 9 2004, 05:42 PM
Quote Post


New Monster: Hairy Dragon
*****

Group: Members
Posts: 446
Member No.: 17
Joined: 15-January 04



My game is set in a Homebrew world using WoT Classes and game rules. Instead of Initiate/Wilder i have Sorceresses and Sorcerers. My one player is playing a Sorceress and she is using her few weaves to great success. She's just reached 3rd level and whilst battling an Equiceph (page 61 WotC Minitures Handbook) ship Captain she used Arms of Air to try and tie him up in the rigging, used create fire to target his weapon so he'd drop it and used a tied off Blade of fire to free the other slaves.

But to your question, a Wilder SHOULD keep to the shadows, his/her weaves should be subtle or else the white tower will come a knocking. but you should also try and strike first and then let other players zip in and finish opponants off. personally i would hate to become a walking First Aid kit.

Tell your Dm that you want to explore the Weaves you have in your Armoury and need challenges to do so, but remember that weaves can also be helpful out of combat. At higher levels Arms of Air can be used to lift a broken so a new wheel can be fitted and so on.


--------------------
For Those About To Rock, We Salute You
PMEmail Poster
Top
Entropic_existence
Posted: Feb 9 2004, 06:28 PM
Quote Post


Breaker-of-horses-and-men
*****

Group: Members
Posts: 116
Member No.: 22
Joined: 15-January 04



While I haven't started my campaign yet, and so haven't seen how well the Channelers will actually play out in combat...Channelers can quite readily be combat powerhouses and light artillery. Look at the Asha'man and Damane and their role in combat....Dumai's Wells being a prime example of how effective Channelers trained to be weapons can be. With weaves in your repetoire like fireball, etc A Channeler can become quite an effective warrior. Of course I do recommend a few levels of Armsmen as well so you can handle that sword...and obviously this mainly applies when you get up in levels (high enough to get Asha'man/Sedai Prestige Class, etc)


--------------------
What is dead can never die.
PMEmail PosterAOLYahooMSN
Top
Two Rivers Wolfbrother
Posted: Feb 9 2004, 07:11 PM
Quote Post


Great Fang
*****

Group: Members
Posts: 258
Member No.: 20
Joined: 15-January 04



I've found Rend, Riven Earth, and Fireball to be good stand-by offensive weaves, and of course Balefire at higher levels. Whether Initiate or Wilder. Of course, having a sword and a level or two of armsman or woodsman helps as well.


--------------------
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!
PMEmail Poster
Top
Prometheus
Posted: Feb 10 2004, 12:47 PM
Quote Post


Newbie
*

Group: Members
Posts: 2
Member No.: 48
Joined: 21-January 04



Thanks for the quick replies! Has anybody tried the 'pool system' for the One Power? I've been reading over the UtDB, and I've come across it. I'll say that it is most appealing to all Channelers, although there are clear issues with balancing the game when including it.

Has anybody tried this system? Mainly, I ask this because after reading the novels, I really can't believe that the Channelers in the RPG are anywhere near the strength of those in the books. Then again, what fun would the game be for everyone else if they were? smile.gif (Nice emoticons!)


--------------------
"Put yourself between support and a definite article, then add a couple."

Puzzled?
PMEmail Poster
Top
Reimer Bo
Posted: Feb 10 2004, 02:20 PM
Quote Post


Learned Master
***

Group: Members
Posts: 19
Member No.: 84
Joined: 8-February 04



Yes, I have tried the slot-system with some modifications but it worked fine for me...

The Channelers in book are the most powerful since the breaking of wheel and probably even before... so you can't really compare them with a 1st level initiate (maybe a 17+ level)... And even an "ordinary" Asha'man or Aes Sadai is level 9-12...

PMEmail Poster
Top
The Great Gray Skwid
  Posted: Feb 10 2004, 02:53 PM
Quote Post


Learned Master
***

Group: Members
Posts: 58
Member No.: 39
Joined: 19-January 04



My male wilder kept his abilities hidden from everyone in the party for 7 levels. He got outed by an Asha'man recruiting party.

It's quite possible, and quite fun, to play the Wilder undercover. One thing that helps a bit is, in addition to embracing when you suspect combat may occur, always try for the +2 to hit that being composed (DC 25, IIRC) gives you. If you've got some decent equipment, this can make your character effective in melee even with "puny" physical stats.


--------------------
Evan "Skwid" Langlinais
The Humblest Mollusk on the Net
http://www.thehumblest.net/
Ask me for information about the Texas Darkfriends!
PMEmail PosterUsers WebsiteICQAOLYahoo
Top
Liam
Posted: Feb 16 2004, 08:19 PM
Quote Post


Unregistered









How to use a channeler effectively in combat: Step 1 if a wilder get eliminate block, step two get affinity air step three get multiweave. Learn arms of air. There is no saving throw for this, pick up enemies and toss them out windows and such. If you have fire affinity throw fireballs around. Be creative, and don't worry if you're not the first to romp on everything, when you go into a dungeon or ruins or the like embrace the source ahead of time and weave arms of air, keep it going by concentrating and then romp things when they show up.
Top
Axel
Posted: Feb 16 2004, 08:26 PM
Quote Post


Freelance HTML coder (hint Aleshandre)
*****

Group: Members
Posts: 218
Member No.: 54
Joined: 22-January 04



I tend to treat Wilders, or sorcerers, as Wanderers. Actually in my own take on the class system I put them in the same category...


--------------------
Honorary Paladin of the Lawful Naughty
If I seem to hate the d20 system, its only because I hate the system. Actually I just hate 3e, its biased me against the system. I rather like WoT.
PMEmail PosterUsers WebsiteAOL
Top
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:

Topic Options Reply to this topicStart new topicStart Poll