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Fenris |
Posted: Mar 2 2004, 02:04
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![]() Newbie ![]() Group: Members Posts: 7 Member No.: 101 Joined: 23-February 04 ![]() |
Below is some optional rules that I have been working
on. I would appreciate some comments on it if you folk shave
time. Thanks in advance Fenris ---------------------------------------------------------------------------- Optional rules for the d20 Wheel of Time RPG Measuring the One power. The maximum potential channelling level is (WIS+INT+CHA/3)-10 rounded down. This is a reflection of a person absolute strength strength. To be able to cast a weave the channeler must have a channelling level equal to that of the weave level. To asses the relative strength of another channeler, make a weavesight check, difficulty 20 to get ‘feeling’ of relative power. (+10 circumstance bonus to the weavesight check if the channeler is embracing the source) Feat : talent Allows a max level weave slot of 4 to used, or learned, for any weave within this talent. Prerequisite : Ability to channel the One Power. Feat : Talent Focus All weaves within the chosen Talent are harder to resist (+2 Weave resist difficulty). Prerequisite : Talent feat Feat : Strong talent Allows a max level weave slot of 8 to used, or learned, for any weave within this talent. Prerequisite : Talent feat Feat : Exceptional talent Allows weaves to be learned and used to any level and +1 power (may only be taken once). Prerequisite : Strong talent feat and Talent Focus feat Feat : Multiweave The ability to attempt to create and or to hold multiple weaves at the same time. When trying to weave multiple threads in a single round, a single weave slot is used which is split amongst the threads being created. Bonus weave levels are added after this distribution, eg angreal, linking, male bonus etc. Also allows the channeler to hold a weave and to weave an additional weave. The sum total of all weaves held (count the number of slot levels used) may not exceed the maximum potential power of the channeler. Each time this feat is taken, the channeler may split his slot in to one additional weave. Without this Feat the channeler may only weave one weave per round. Prerequisite : Ability to channel the One Power. Female Channelers Female channelers generally don’t have the sheer power of their male counterparts, however what they lack in power they make up for with their deft use of the power. The difficulty to resist their weaves is 10 + (Concentration/3) for wilders, or 10+ (Concentration/2) for Initiates. Male Channelers Male channeler suffer from the curse of Madness and are doomed to die a violent and early death. Male channelers harness more raw power than their female counterparts but seem to lack the deft finesse. At 1st and 15th channeler level they gain +1 power, however the difficulty to resist their weaves is 10 + (Concentration/5) for wilders, and 10 + (Concentration/4) for Initiates. The bonus to power is added to the maximum potential channelling level. Linking Only Initiates can link, and often only Initiates of the same tradition will link simply because of trust. Group size Power bonus 2 +1 5 +2 9 +3 13 +4 All members of the group sacrifice a weave of the appropriate level. If they are unable to sacrifice then they no longer count to the group size, and respective bonus, for that weave. Shielding and gentling/stilling To shield a channeler a weave equal to the power level of the target must be used. NOTE: if the target is not embracing the source the effective power level is halved (round down). To gentle the target must be shielded and a weave sacrificed equal to the power level +2 (Maximum level of weave possible) for the target. To escape a shield a weave greater than the original weave used to shield the target must be sacrificed. If the shield has not been tied off add +2 to the effective original weave difficulty plus any additional bonus from angreal or linking. If the shield has been tied off, a weavesight check vs the weave resists difficulty (+10 for cross gender), for every 5 points the difficulty is exceeded the effective weave power is decreased by 1. Counter weaving To counter the target must be embracing the source. A weavesight check vs resist difficulty of weave is required. Failure increases the effective weave power by +2. The target gains a +10 circumstance bonus if the weave is known. For cross gender counter weaving this is automatically a failure. A concentration check vs the resist difficulty of the weave is then required. For every 5 points the difficulty is exceeded the effective weave power is decreased by 1. Must sacrifice a weave equal to the effective power of the weave to be counter woven. This post has been edited by Fenris on Mar 3 2004, 03:09 PM |
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Posted: Mar 3 2004, 12:55
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I don't like them. The way I see it, you're trying to
make Initiates into Wizards and Wilders into Sorcerers. Talent, Strong Talent, Exceptional Talent I hate these ideas. It's difficult enough for channelers to get the Affinity feats and Talent feats they need to be capable, not to mention the Multiweave, Sense Residue, and Tie Off Weave feats they need to become prestige channelers. Now you're putting a cap on how powerful their weaves can be by requiring them to need a feat to channel that high? That's what Intelligence or Charisma (or Wisdom - the books goes back and forth on that with Wilders) is for. Initiates need an Intelligence score of 10+ the weave slot, while Wilders need a Charisma/Wisdom score equal to 10+ the weave slot. To need a feat AS WELL is way too restrictive. Talent Focus I hate these feats in D&D and I hate these feats in WoT. I would NEVER get that feat, no matter which game I played. Multiweave I'm an ardent believer of K.I.S.S. - Keep It Simple, Stupid. The Multiweave in the book is just fine. Your rules just make it more complicated, and if I had to choose between something that's complicated and something that's not complicated, I go for not complicated because it's more fun. Female/Male Channelers I like the differences between the genders from the book better than yours. Males become more powerful, getting an extra weave of 1, 2, 3, 4, 5 levels. Females can link. Linking Why should only Initiates link? Remember, Nynaeve's a wilder, and she can link just as well as any other initiate. And what about the Kin? Most of those are wilders, not initiates, but they can link. Why? Not because they've been trained, but because they're females, and that's a power of their gender. And be careful with that bit about Initiates only linking with their own tradition because some GMs may make that a hard rule, which is why I don't like it. If you're a female channeler, you should be able to link with any other female channeler. Shielding, Gentling/Stilling Those are already weaves under the Ward Talent, and I like it that way. Some channelers are better at it than others. I pretty much hate all of your suggestions. I don't mean to sound like a ass, but you asked for our opinions, and that's mine on it. |
Fenris |
Posted: Mar 3 2004, 12:55
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![]() Newbie ![]() Group: Members Posts: 7 Member No.: 101 Joined: 23-February 04 ![]() |
Hehehe a bit harsh but any comment is good. Its
probably not very well writen to honest as well. Things that I was trying to achieve: 1) Males being stronger than females (currently there is no difference they just have more "stamina", ie weaving more of the same. 2) The Multiweave talent doesn't actualy allow you to multiweave in a round, and has little differentiation between male and female. Males with this have a much greater ability to multiweave. 3) There is no limitation on how powerful PC characters can become, In my mind a powerful channeler is rare (hence the (wis+int+cha)/3), but their extra high level slots can be used for multiweaving and lower level slots, so that high level channers have more "stamina", but are not especialy powerful. 4) The mechanism for gentling and stilling, and also shielding were 'clunky' and there was no mechanism for slicing weaves, so I rolled them into 1. 5) Book characters have particular strengths and weakness's, the RPG doesn't reflect this with affinities and talents very well, (its very binary with your ability in a talent), so I wanted a more graduated list. 6) Linking is very open to be honest, but by the time Nynaeve links she is part of a tradition even though its not reflected by initiate levels in the RPG. 7) The weave resist difficulties are a game balance to counter the male strength in the power and to reflect the training an initiate gets in using weaves as opposed to a wilder. Anyway as I said I am open to comments on it and feedback is handy. |
Aleshandre |
Posted: Mar 3 2004, 02:48
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![]() Elder Scholar ![]() ![]() ![]() ![]() ![]() Group: Moderators Posts: 130 Member No.: 18 Joined: 15-January 04 ![]() |
The variation on determining power level is unique
and seems simplistic enough. My only problem with it is that Power in the
books has nothing to do with any of the other 6 standard abilities (which
is why I have an alternate OP mechanic in the AoD netbook). Overall, it
looks balanced. The only thing that I noticed missing is whether to round
down or up after (int+wis+cha)/3. The usual standard is down, but is this
an exception? I feel that a rewrite of the current Multiweave feat is unnecessary. With the current version, the number of additional weaves is determined by the number of times the feat has been taken. While I apreciate that this version reduces the Feat requirement for channelers, it also creates a significant unbalance in the system. This feat allows for some significant min-maxing in conjunction with your version of strength in the Power. A character with very low physical stats can get enough points in a typical point-buy to max out int,wis,cha at 18 each, which by your rules potentially gives a level 1 character not only 8th level slots, but the ability to cast 8 weaves at a time (1 each at 8,7,6,5,4,3,2,1 is a significant power difference). Picture this: GM: Roll Initiative. Player 1 (Male Wilder): I got a 20! GM: Okay you go first, there are 8 Trollocs. Player 1: I have multiweave, so I'm going to channel Touch of Death (lvl8) at one Trolloc, Immolate (lvls7,6,5&4) at 4 of them, Fireball (lvls 3&2) at 2 of them and Rend (lvl1) at the last one. While granted that most of the weaves would not be available to a level1 character, that is a significant amount of power to give to a level 1 channeler as it is, being able to cast level 4 weaves at level 1 means being able to use rend at level 4 (4d8+1 damage) at 1st level. Max damage=33 double hp for a Trolloc, average damage=17 enough to kill a trolloc. It only gets worse from there. A level 1 channeler who can cast grenade with an 8 rating in power by your method can cast it at level4, which means that catapult stones become more powerfull than an HK G3 (grenade 5d6, g3 2d10). Talk about a combat machine. I feel that the Talent feat is unnecessary, in part because of the already significant benefit that the channelers get. The other reason is that it is confusing to have One Power Talents already and then adding a feat called Talent. I definitely feel that there needs to be some significant revising to make the system more balanced. -------------------- |
Fenris |
Posted: Mar 3 2004, 03:02
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![]() Newbie ![]() Group: Members Posts: 7 Member No.: 101 Joined: 23-February 04 ![]() |
Sorry what I ment with the multiweave talent, is that
you still need to take I multiple times to do more weaves per round. Ie 2
Multiweaves is max of 3 weaves capped by the max slot level you can use.
IE if you can use 9th (yeah right) you could do 3, 3, 3. or 7 1 1.
Obviously an Agreal. helps, the 3,3,3 becomes 4,4,4 (for a +1) thanks for the comments |
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