Author
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Topic: Idea to make
One Power, less Powered |
JosephKell
Member Member # 99447
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posted April 07, 2003 12:22 PM
Well I told
a player about how WoT works with d20, and he was like, "Cool,
we are going to play that too [we are already playing
D&D], right?"
But only a fool wouldn't be a
Channeler (they may not know how to min/max, yet, but
they aren't idiots), so I am trying to find ways to make
channelers rely on skills and attack rolls more. All I have so
far is:
-More ranged touch attacks for One Power:
Fireball (and Lightning, and Balefire) would now require a
Range Touch Attack (similar to a grenade attack) with a Range
Increment of 1/10th the total range of the fireball (the Far
Shot feat would double the range increment to 1/5th total
fireball weave range). (I always thought it should be like
this, how could you have Fireball throwing matches in
Forgotten Realms if it is just look and
shoot?!?!?!)
Any other ideas to make them less
automatic?
-------------------- Instant Message me @
JonERPG on the AIMer
Visit AielManSpear
-If you cast Meteor
Swarm to avoid wasting your REALLY good spells... -If your
character sheet is longer than the Player's Handbook... -If
you have a magic item that can destroy the world...with four
charges left... -If the God of Destiny asks you what will
have next... ...you might be a Munchkin.
From:
California | Registered: Aug 2002 |
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LuciusT
Member Member # 4474
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posted April 07, 2003 01:16 PM
Someone
whose name escapes me at the moment had posted a varient rule
requireing a Composure check to Embrace the Source. IIRC, it
was DC 10 to Embrace the Source as a full round action, DC 20
as a move action and DC 30 as a free action. Failure required
a Fort save on the Overchanneling chart.
Edit: Also, if
you really want to limit channeling, strictly enforce the
social/RP restrictions on channeling. Those restrictions
create some very good reasons to not want to be a
channeler.
[ April 07, 2003, 01:20 PM: Message
edited by: LuciusT ]
From:
Lafayette IN | Registered: Mar 2001
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The Great Gray
Skwid Member Member
# 34606
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posted April 07, 2003 02:19 PM
Lucius
ain't kidding.
It's real easy to keep channellers
low-powered if your GM doesn't let casual channelling slide. I
think my fellow PCs are starting to wonder why they keep my
character around...he sure isn't that good of an armsman...
![[ROFL]](Wizards_Com Boards Idea to make One Power, less Powered_fichiers/roflmao.gif)
-------------------- Evan "Skwid"
Langlinais The Humblest Mollusk on the Net http://www.thehumblest.net/ Ask me for
information about the Texas Darkfriends!
From:
The Big D | Registered: Jul 2001 |
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JosephKell
Member Member # 99447
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posted April 07, 2003 03:22 PM
quote:
Originally posted by The Great Gray
Skwid: Lucius ain't kidding.
It's real
easy to keep channellers low-powered if your GM doesn't let
casual channelling slide. I think my fellow PCs are starting
to wonder why they keep my character around...he sure isn't
that good of an armsman...
That is fine and good for a mixxed party, but this is
(probably) an all [male] channeler party (one might be a
female wilder... not sure). Although it would be amusing to
not tell everyone what each other's characters are and to
watch all 3 male channelers try to hide their abilities from
each other!
"You armsmen are useless!" single female
channeler says to the 3 incogneto male
channelers.
-------------------- Instant Message me
@ JonERPG on the AIMer
Visit AielManSpear
-If you cast Meteor
Swarm to avoid wasting your REALLY good spells... -If your
character sheet is longer than the Player's Handbook... -If
you have a magic item that can destroy the world...with four
charges left... -If the God of Destiny asks you what will
have next... ...you might be a Munchkin.
From:
California | Registered: Aug 2002 |
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LuciusT
Member Member # 4474
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posted April 07, 2003 04:25 PM
quote:
Originally posted by JosephKell: ]That is
fine and good for a mixxed party, but this is (probably) an
all [male] channeler party (one might be a female wilder...
not sure).
Don't forget the whole rest of the world. Any NPC would
learns that a man can channel ought to react with fear and/or
violence. The mere rumor of a single male channeler... let
alone several... should bring the Red Ajah down on the party
like a ton of bricks. The characters will be outcasts at best,
outlaws at worst.
From:
Lafayette IN | Registered: Mar 2001
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skyman
Member Member # 133451
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posted April 07, 2003 04:27 PM
In my
campaign channelers probably had the worst of it. As any slip
could get them hunted by Whitecloaks and the Aes Sedai (either
to be gentled for males or taken to the White Tower for female
wilders) they could only use their abilities in a select few
situations. This led the channelers to often multiclass, so
they would be useful in other situations. Also, I only let
channelers select weaves they would have a good chance of
learning - no fireballs and such unless they were taught. I
might actually have to help channelers out in my next
game.
[ April 07, 2003, 04:35 PM: Message edited
by: skyman ]
-------------------- "Death
comes sooner or later to everyone unless they serve the Dark
One, and only fools are willing to pay that price." -Lan
Mandragoran
From:
Olympia, WA | Registered: Mar 2003 |
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Steve Russell
Member Member # 130579
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posted April 08, 2003 12:38 AM
Why does
everyone want to go around nerfing the channelers? Is it
because your powergamers gravitate to these classes perhaps.
Channelers in the books take out Lan so forget game
balance for a minute and remember the setting.
The
better way is to use the books, in the books it is said it is
very difficult to use the power on something you cannot
see.
Point one all channelers are humans and cannot see
in the dark. Myrdraal know who the channelers are. kill them
first. or just make it another sneaky sob.
I have found
that the variant rule no dex, no def bonus works well to make
things very much like a single arrow through the heart still
kills you (especially with that trolloc poisoned barbed arrow)
madness gets channelers, quit just letting your PC's
Take mental stability in my game you have to learn it (Rand
gets put in a box for 40 days and 40 nights to learn it with
beatings in-between.)
enforce blocks you don't get to
use any channeler exclusive skills if you have a block and
cannot overcome it. and once thier past first level make them
have to learn to break their block (look how long it took
Nynaeve)
Laws and Traditions help also. It is against
the law to use the power and not be a member of a channeling
tradition in every society and in some it is against the law
to channel or even be a channeler. even after rand offers his
ammnesty it is only for those who follow the black
tower.
If you got male channelers well you better get
out Cadsuane Sedi or the 13 Red Ajah (maybe that nasty group
that stills on the spot) Your not the dragon reborn there is
no reason not to gentle you now chose your new class or go
find nynaeve and ask really nicely.
If you have a
potiential remember that a traveling Aes Sedi will know it (or
the kin) and the Seanchan will bloody well collar
her.
Oh yea and skyman is right wilders don't get to
choose thier weaves the gm does they want to choose weaves get
a teacher (who still chooses what to teach you).
Don't
be a Carebear. Be a PKer. its more true to
life.
-------------------- I have a reading lesson
with the Lady Riselle. She lets me rest my head on her bosom
while she reads to me. -Olver
Please visit and
review my Epic Level Homebrew Setting: A Brave New Worldat the Commonplace
Book.
From:
dayton ohio usa | Registered: Mar 2003
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The mighty
anarchist Member Member
# 128740
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posted April 08, 2003 03:08 AM
I aggree
with Steve, if the gm does his job this won`t be a
problem. If you send several np`c`s or any smart ones, go
for the channeler, their weaves doesn`t come into effect
before the 3th round, meaning you could attack the channeler,
killing or hurt her/him badly, and trip him/her, the channeler
wouldn`t stand a chance. If you relly want do downpower the
channelers then just let the saving throws be easier, but I
don`t think they are owerpowered at all. A myrdral kicks an
aes sedai any day, coz she is dead before that arms of air
takes effect. I personly uses ref saves for arms of air, so
it won`t be that bad.
-------------------- Did it
die??
From:
Norway | Registered: Feb 2003 | IP:
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Shadowkiller
Member Member # 110597
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posted April 08, 2003 07:27 AM
I must say,
I really do try to kill my PC's but they do a really good job
of keeping everyone alive. I only limited male channelers at
the beginning and truthfully I almost had no channelers to
start my game. Everyone wanted to be something else and they
got it no problem. 2 of my original players went wilder after
a while and now they are my two strongest channelers. I'll
give you a situation that I ran. [PoTD SPOILER
BELOW]
In the Moon Tower scene, I increased the
difficulty because my characters are level 10 and 11. There
were 5 level 7 snipers firing 3 shots a round and the Noble in
the back cheering them on (now level 12). I started slamming
the 3 PC's who were climbing the tower doing around 30-50
damage a round. Round 2, Female wilder throws a compulsion up
there but because of darkness and the fact that they had 1/2
cover, she only managed to get one of them and told him to
stop firing, so he did. Round 3, Male channeler (who finally
started hitting madness ratings hard due to coming back from
the future) channeled fly(learned with my random weave table
on my website) and flew up and stopped in the middle of the
snipers. 15 arrows later, he had 3 hp left and missed the
panic stage of madness by 1 point. Female wilder throws a
wall of air around him in a cylindrical shape without top or
bottom effectively stopping arrows. Male channeler flew
straight down 4 or 5 floors before hiding and after leaving a
level 6 fireball among the snipers(princess I'm trapped by
Darkfriends barely made her save due to 9/10 cover). Snipers
start raining arrows down upon noble chick working her way up
the ramp still(since they dont know who the female channeler
is yet and they cant see her very well[night sky is
backlighting the snipers so there are silouettes] and the
noble is glowing due to her Sildaren battle dress being over
halfway used[A power wrought item on my website]) Male
channeler starts working his way up the ramp on the
underside(still flying and hiding).
Female wilder
creates a ladder out of air and surrounds it with an air
shield (double weave from my website). Female noble is glowing
much brighter now due to 20-30 arrows sticking out of her.
Male channeler stops on the floor with still open windows and
quickportals outside and flys straight up 45 feet(he wanted to
portal 160 feet above the snipers but he couldn't see it due
to nighttime).
Female wilder is still climbing the
ladder, noble is getting more cushiony and male channeler
keeps flying up. Female wilder makes it to the top of her
ladder and orders compulsioned boy to tackle one of the other
snipers(she is still surrounded by air so no arrows get to her
but the snipers stop shooting at the noble[who is at 2 hp]).
She manages to compulsion another one while male wilder throws
an immolate on the one of the other guys killing him(after the
failing the fireball save and immolate save)[male wilder is
now floating with just his head above the edge of the
tower].
Female channeler orders compulsioned guy two to
tackle the last sniper while male channeler immolates our
noble DF, killing him(he also failed both saves).
As
you see, I did what I could, but sometimes you just cant stop
what is happening. There was some lighting effects in there at
one point and some other things and they booked out of the
tower in hopes that they wouldnt get caught by the guards
after the fireball went off. (I also didnt feel like working
much harder at that point.)
Channelers can be quite
powerful even if they use it smart. I admit, I run a power
game, but I also run power everything in my game. You just
need to make sure that the players know that channelers arent
all there is. Without the big fighters to hold back the
Myrddraal and things, I probably would have killed my party
many a time by now.
-------------------- Children of
the Dragon ^My Website^
From:
Currently-Germany | Registered: Oct 2002
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Steve Russell
Member Member # 130579
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posted April 08, 2003 09:54 AM
quote:
"I did
what I could, but sometimes you just cant stop what is
happening... ...Channelers can be quite powerful even if
they use it smart. I admit, I run a power game, but I also
run power everything in my game."
It seems to me if your running a power game in this
situation a channeler on the other team would have been called
for and a better murder hole. (psycho male wilder, renegade
Windfinder, etc...)
quote:
fly
Grrr. I hate fly. you are a braver GM than I. ![[bow]](Wizards_Com Boards Idea to make One Power, less Powered_fichiers/bow.gif)
-------------------- I have a reading
lesson with the Lady Riselle. She lets me rest my head on her
bosom while she reads to me. -Olver
Please visit and
review my Epic Level Homebrew Setting: A Brave New Worldat the Commonplace
Book.
From:
dayton ohio usa | Registered: Mar 2003
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Sophiathegreen
Member Member # 136464
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posted April 13, 2003 04:24 AM
I donot
think Channeler are that over powering.
First it than
Channeler channel than power which is very visal to the public
in than area that donot like channeler is asking for
touble. Than reputation check can have the NPC know they
are faceing than channeler than they will take measure to
deal with that.
From: El
Pase Texas | Registered: Apr 2003 | IP:
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drothgery
Member Member # 4490
|
posted April 13, 2003 11:47 AM
quote:
Originally posted by JosephKell: Well I
told a player about how WoT works with d20, and he was like,
"Cool, we are going to play that too [we are already playing
D&D], right?"
But only a fool wouldn't be a
Channeler (they may not know how to min/max, yet, but
they aren't idiots), so I am trying to find ways to make
channelers rely on skills and attack rolls more. All I have
so far is:
Strangely, all-cleric D&D parties are surprisingly
rare.
-------------------- Dave Rothgery Picking
nits since 1976 drothgery@alum.wpi.edu http://drothgery.editthispage.com/
Optional d20 WoT Rules at http://home.san.rr.com/drothgery/wot_rpg.htm
From:
San Diego, CA | Registered: Mar 2001
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