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> Forcing
Mantyluoto
Posted: Jan 22 2004, 05:33 PM
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Does anyone have any rules on Forcing.

I'm tempted to have the initiate in my group captured by seanchan and trained with an a'dam.

i thought that i would use the following

FORCING
When a Channeller is forced, their ability to touch the true source is enhanced but they run the risk of stilling/gentling, plus other possible side effects. A channeller cannot just say "oh i'm going to force myself. They have to be Forced by another

The channeller must make a Weavesight Check vs DC 25, success gains them 1 extrea level and all the relevent stuff that goes with it. Failure means they must roll on this table

0-10% No effect though cannot be forced anymore.
11-25% Channeller loses 1 point off 1 channelling attribute
26-35% Channeller loses 1 point off 2 channelling attributes
36-50% Channeller loses 2 points off 2 channelling attributes
51-55% Channeller loses 2 points off 2 channelling attributes plus a con check
vs DC 15 or go blind in 1 eye
56-60% Channeller loses 2 points off 2 channelling attributes plus a con check
vs DC 15 or go blind in both eyes
61-75% Channeller is paralysed, is able to see but not able to touch the true
source
76-100% Stilled


Go on then guys tear it to pieces


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LuciusT
Posted: Jan 22 2004, 06:22 PM
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I've always rather taken Forcing as something akin to adventuring... the character is put in difficult and dangerous situations and thus they advance more quickly but suffer the risks attendent in all difficult and dangerous situations. It's actually one of the few places where I think that the core d20 exp/level mechanic actually serves the background. smile.gif
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drothgery
Posted: Jan 22 2004, 07:39 PM
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QUOTE (LuciusT @ Jan 22 2004, 06:22 PM)
I've always rather taken Forcing as something akin to adventuring... the character is put in difficult and dangerous situations and thus they advance more quickly but suffer the risks attendent in all difficult and dangerous situations. It's actually one of the few places where I think that the core d20 exp/level mechanic actually serves the background. smile.gif

Exactly (except that I rather like the whole class & level thing, myself).


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Quillion
Posted: Jan 22 2004, 09:13 PM
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There is a feat in Age of Illusions or some such rule. I remeber from the editing. Since they are in proofreading (and we all know how good I am at inglesh) I don't want to give spoilers.


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Mantyluoto
Posted: Jan 22 2004, 09:33 PM
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i like the class and level thing too, but my initiate keeps getting her ass whooped and since my playing group is just me and one other i cant really keep throwing npc's at her to keep her alive so i thought i'd get her captured and use forcing to raise her a few levels so she has more hp and weaves etc.


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LuciusT
Posted: Jan 22 2004, 10:20 PM
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Not being altogether sure of your exact problem, I nevertheless have a couple of suggestions...

1) forgo mechanics and just bump her up a few levels to the point where you want her to be. In my current campaign, we essentially started at 7th level so that we could have a PC Aes Sedai and Warder.

2) Initiates aren't good combatants, but they are darn good at other things. Give her challenges that emphasize those other things.

3) Raise the Initiate's Hit Die type. smile.gif A radical suggest, but while talking about his Arcana Unearthed book, Monte Cooke said once that 3E playtesting had shown that the d4 hit die was unbalanced. A character with a d4 hit dice is too weak, especially at higher levels, when compaired to even a d6. However, WotC used the d4 hit die in D&D 3E because of "tradition" or "brand recognition." Monte didn't use it in Arcana Unearthed. I've raised my Initiates to d6 hit dice, giving them a few more hit points and allowing them to survive combat little better. Haven't had any problems with it.
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Mantyluoto
Posted: Jan 22 2004, 10:43 PM
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[QUOTE]Raise the Initiate's Hit Die type.[QUOTE]

hadn't thought of that. good thinking batman biggrin.gif


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drothgery
Posted: Jan 23 2004, 12:11 AM
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QUOTE (LuciusT @ Jan 22 2004, 10:20 PM)
2) Initiates aren't good combatants, but they are darn good at other things. Give her challenges that emphasize those other things.

Eh. Drop a few Greens at the edge of the Blight, and see what happens biggrin.gif


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TwangCat
Posted: Jan 23 2004, 03:21 PM
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actually I really like that table and the concept of how to make forcing work. In fact I think that just might happen to someone in my party. I really like the mechanics of it.
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Mantyluoto
Posted: Jan 23 2004, 05:42 PM
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don't forget to let them add their weave sight bonus to the roll.

also you might not want to do it too many times I'm going to because my group is small.

another quick bit, during the course of the forcing the initiate will have to survive the stress and pain, ehich will increase her HD from crappy d4 to d6. I am going to allow my player to reroll hp and will not let him keep anything under his original rolls.

overbalanced? probably.

Do i care? Not a chance. biggrin.gif

Any other views, amendments to the table?

Come on guys you know you wanna biggrin.gif

This post has been edited by Mantyluoto on Jan 23 2004, 05:43 PM


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Axel
Posted: Jan 23 2004, 08:29 PM
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I'm going to disagree with raising the hit-die. Because weavecasters are the most powerful at high levels, it makes sense to ensure that they don't get there very easily. Of course, I always worked under the idea, give them max. HP possible per level until they hit lvl.5. That way they live a little longer.
Always give lvl.1's their max HP...


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Mantyluoto
Posted: Jan 23 2004, 09:11 PM
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yeah i do that too Axel, though i think its standard practice.

do you have any comments about the actual forcing table or the game mechanics of it?


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Blaeric Fen
Posted: Feb 3 2004, 09:50 PM
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Manty, dude, you're just full of awesome ideas that I can incoporate into my adventure. I'm thinking about having the initiate captured & then somehow getting the person who captured her to join the party & thus make the initiate stronger because they would then be controlling the capturer, not the captured. But, the player would have an advantage over the other players. hmmmm....maybe you guys could help me smooth this idea out a little.


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MagusRogue
Posted: Feb 3 2004, 09:52 PM
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the way i handle Forcing is that they tend to learn alot of weaves very fast. I also allow sul'dam to learn metaweaves, and you can use a metaweave through the a'dam (aka, a suldam using her feat, but her damane's channeling ability). Haven;'t figured out how to get around the talent's problem though....


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Mantyluoto
Posted: Feb 3 2004, 09:56 PM
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QUOTE
I'm thinking about having the initiate captured & then somehow getting the person who captured her to join the party & thus make the initiate stronger because they would then be controlling the capturer, not the captured.


how would that make the initiate stronger? if it was me i'd have my initiate forced by several levels and then let her loose on the one who captured her. just think watermelon and shotgun. i know thats whats gonna happen to my players pc.

its gonna be great biggrin.gif

as for the advantage run it like they did for Egwene, have the others trying to rescue her so they gain levels also. take the initiate out of the loop, let that player even help you torment the others but letting them control npc's and the like.


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Blaeric Fen
Posted: Feb 3 2004, 10:04 PM
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By making the initiate stronger i meant that the player would be in control of a stronger character, not the initiate plus a couple levels. I would give control of the kidnapper (odd use of that word) to the initiate's player & have the kidnapper become a PC, not an NPC. so basically the kidnapper would be the players character.

Let me know if you think that this is a bad idea. if it is than I could do the Egwene thing, have her captured & the other's trying to rescue her.


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Mantyluoto
Posted: Feb 3 2004, 10:19 PM
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QUOTE
By making the initiate stronger i meant that the player would be in control of a stronger character, not the initiate plus a couple levels. I would give control of the kidnapper (odd use of that word) to the initiate's player & have the kidnapper become a PC, not an NPC. so basically the kidnapper would be the players character.


So basically your taking your players Pc away and giving them a new character, that you've created and saying "there you go play them now."

if i did that my player would have kittens (Magus behave:D). my player (his name is Peter) puts shed loads of thought into his pc and for me to take it away would basically mean that the game will finish.

Trust me do the Egwene idea.


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Blaeric Fen
Posted: Feb 3 2004, 10:22 PM
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thanx Manty, best you told me that it was a bad idea than me doing it & having everything blow up in my face. O yea, what's with you & magus? Just wondering.


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Mantyluoto
Posted: Feb 3 2004, 10:27 PM
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QUOTE
O yea, what's with you & magus? Just wondering.


you got me?


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Blaeric Fen
Posted: Feb 3 2004, 10:32 PM
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So, manty, how would I smooth out the edges on the whole Egwene capture plot?


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