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jedibane
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Member # 130061



posted February 27, 2003 08:28 PM      Profile for jedibane      Edit/Delete Post
i recently bought the wheel of time rpg book from a friend and discovered one major issue very quickly. the game is far overbalanced to channelers! now i know that all jedi/ wizards/ mages have special attributes in other games but this is strait out overkill.if a girl where to play the game as an wilder she would rule the game, could kill the other players, and control all the situations(if the gm allowed it) i personally dont see why anyone wether male or female wouldent want to be a channeler! i'm not building a WOT campaign rather im adding its good attributes to my homemade shishkabob of an rpg(lord of the rings, D&D, forgotten realms, special homemade rules, irish myth, and now WOT) but i cant really see the point in being a non-channeler! i just posted this to give some GM's something to think about and maybe to make more penalties to there initiates and wilders(perhaps using the one power may cause some subdual damage, or perhaps each time they use the limit or over channel you should take away a certain amount of experience points or something!)

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the jedibane. the great sith who's intire perpose in life ever since the hyperspace wars has been to hunt down and kill any jedi he comes across.

From: pc | Registered: Feb 2003  |  IP: Logged
Raymond99
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Member # 113714



posted February 27, 2003 08:39 PM      Profile for Raymond99      Edit/Delete Post
You should read the thread on balance vs. accuracy--some good points discussed there.

I've got one WoT game going where I have no channler PCs. Their choice too, and it includes a female character (a Noble). So, not everyone wants a channeller (even when the GM points out the benefits of Healing!).

On the other hand, my other WoT game shows the downside of being a channeller. The channlers are instantly targeted by Whitecloaks as soon as they reveal themselves. Ditto for any other opponent that has ever seen channelers in battle (and channelers don't have great hit points). Add Aes Sedai who'll be hard on the wilder, and damane who'll shield and enslave them, and life can be hard for a channeller.

Sure they have more raw power, but it makes 'em targets both on the battlefield and off.

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Raymond
Medium at Large

From: Great Falls MT | Registered: Nov 2002  |  IP: Logged
Fahkrin
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Member # 89533



posted February 28, 2003 12:31 AM      Profile for Fahkrin   Email Fahkrin    Edit/Delete Post
What he said.

Also, at one point when Asha'man were brought into battle, they took a small army with them just to defend themselves. But they did a majority of the killing and captured suldam and damene. They were brutal! And unstoppable even without troop support at Dumai's Wells.

From: SF Bay Area | Registered: Jun 2002  |  IP: Logged
twistedbutsane
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Member # 117539


posted February 28, 2003 03:37 AM      Profile for twistedbutsane      Edit/Delete Post
My GM has made sure chanelling doesn't get too out of control, for a while my Initiates only combat weave was harden air [Roll Eyes] . When I chose the weaves for her I took things that most Aes Sedai (or Wise Ones etc) have, instead of maxing out on combat weaves. Arms of air, light, eavesdrop, tool of air, create fire are not always useful in a battle, also the number of weaves per day is only replenished after rest so a canneller can become useless after a series of confrontations, some do not even carry a knife. Wilders shouldn't have too much control over what they learn and Aes Sedai don't go about teaching harmful weaves all that often. With the discovery of forkroot [Evil Smirk] , the suspicion most people have towards channellers [Dubious] , the three oaths [Mad] and whitecloaks [Eek!] the channellers have loads to worry about. Chanellers who are too free with the fireballs might also find themselves scrutinised punished (or worse stilled)by other members of their traditions for being too much of a risk. Lastly if someone wants to play a channeller to "blow stuff up" then they are not really in the right game unless they are playing an Asha'man whose battle lust might be seen as madness and earn them a cup of poison.
The major limitations on channellers are contextual, males are loathed and hunted the females are rigidly controlled, along with the other complications there are a lot of drawbacks to being a channeller.

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Buffy: Let me answer that question with a head butt.

From: Australia | Registered: Dec 2002  |  IP: Logged
The Great Gray Skwid
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Member # 34606


posted February 28, 2003 06:05 AM      Profile for The Great Gray Skwid   Email The Great Gray Skwid    Edit/Delete Post
I have been playing a male wilder for 5 levels worth of game time. None of the characters in my party has a clue. My starting talent was illusion, and I had exactly 0 lethal weaves until this level.

If you're a male channeler, and you want to stay alive, you keep yourself hidden as long as you possibly can. It's a real challenge to RP, but it's tons of fun (IMO). It'll be even harder now that I've got Elementalism... [Devilish]

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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  |  IP: Logged
Aerune
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posted February 28, 2003 06:19 AM      Profile for Aerune   Email Aerune    Edit/Delete Post
I have to agree a little bit with the original post only because he is not running the WoT world. A great deal of the balance lies in what exists in the WoT setting. Asha'man, seanchan, wise ones, and the white tower. Aes Seadai are bound by the three oaths and usually treat the other channelers as if they are also. The white tower is not an enemy any channeler wishes to make. A wilder caught abusing the one power would be recruted for training and anyone refusing and abusing the one power would be stilled or executed. I am playing a 5th level channeler and the balance so far has been maintained. Even with combat weaves I don't do that much damage due to saving throws.

Also in the WoT setting some enemies are very very difficult to defeat without channeler assistance. Lets say you have 5 players, they would be very hard pressed to fight 20 trollocs and one Myrdraal.

A number of classes don't make sense outside of the WoT setting. Armsmen get less than fighters, wanderers are better off being bards or rogues. The only classes that I see as appropriate outside the setting is Noble or Woodsman.

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Communism was good in theory, but Poptarts...hey Poptarts!

From: Florida | Registered: Mar 2002  |  IP: Logged


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