Author
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Topic: Maybe silly
questions... |
Icarus
Member Member # 115159
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posted November 21, 2002 08:25 AM
Hello all.
New to the forum... recently began running a WOT game and
someone i was talking with told me to check this place
out.
Anyway... I had some questions for other people
who have been playing/running WOT. There are obvious
differences in many places... I understand why many of them
are there... some I don't fully understand just yet. So...
what is it about the Rouge from D&D which does not fit in
WOT? Just too much sneakattack? I thought the Evasion and
Uncanny Dodge would work very well. I do see many issues
with Monk... but... with a slight retooling... Monk might work
very well for the Aiel, maybe even the Atha'an Miere, or a few
scattered individuals elsewhere. It would either need the
'magic' parts of it tooled back and or... a WOT explanation,
like... latent channelers who while they culd be taught to
touch the One Power do not, they simply can feel and slightly
direct it, like Chi. Just throwing around ideas and wanted
feedback from people who have more gaming experience with
WOT.
Could the Algwai'disi (not home now so I know I
spelled that wrong...) be available to other races? The
Atha'an Miere could use an unarmored fighter on shipboard...
maybe a different traditon of training but the same
class.
Also... treasure and magic items... how have
people been dealing with the treasure charts? Just roll
standard out of the DMG? And if so... are there conversion
rules for many of the magic items? The world kinda seems to be
much lower magic than most D&D games so I assume there is
a modified chart.
Monsters... we have some
Shadowspawn... and the MM's and CC's provide monsters we can
throw in or modify... I have been looking through them for
things I can use. But by and large... there are no monsters
just roaming the land. So... the Blight, the Shadow Coast (the
mention in a single line in the RPG that the Shadow Coast is
feared and avoided for the strange beasts that dwell there),
far away places and maybe areas around Steading or portal
stones. I imagine with portal stone use somethings may have
over time come through by accident or on purpose. Also the
Steadings grow huge trees... so... I'm also letting them grow
huge animals, a slight break from the exact setting I belive,
but... it makes sense and I like it.
Last... weaves...
there is a very limited number of them... are there conversion
rules for D&D spells... or places online to find new
weaves? I have two channelers in the game and they are gonna
be looking for stuff.
Lastly, at least for now, magic
items... there is no Detect Magic and no Identify. Can
Weavesight be used to recognize magic items... and the only
way to identify is experiement, yes?
Oh... also...
potions and scrolls? Are they just out of the game... or...
are there ways peope have been working them in? I cold see
potions as rare things, gifts from the Alefin or Elfin, from
mirrorworlds, left overs from the Age of Legends... some may
even require the ability to touch the One Power to open
them... And scrolls could exist, maybe even of lost weaves
(though VERY unlikely), but they would be so old as to be
written in the Old Tounge and if they were recognized for what
they were they would be kept and studdied rather than used
up...
I am just looking at ideas to try and see what
works and doesn't... brainstorming a bit. People with
experience to get feedback from would likely save me alot of
time and mistakes.
Well that's all for now I guess.
From:
NYC | Registered: Nov 2002 | IP: Logged
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mrtauntaun
Member Member # 96539
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posted November 21, 2002 09:03 AM
I think you
are trying to compare the games a little to closely. Have you
read the WoT books? If so, great, we're on the same page, if
not I recomend picking them up, great reading. The world of
WoT is TOTALLY different from that of D&D. Channeling is
not magic, and is not nessicarily something that can always be
learned. Also, for magic items, these are primarily things
from the Age of Legends and are VERY rare. My group has been
playing for over a year and the whole group has only 2
wonderous items. Wonderous items are something to be given out
very sparingly. It is not as prolific in WoT as in D&D
where everyone and their mother has crazy weapons and magic
items. As for monsters, shadowspawn is basically it. There are
not monsters roaming around the world willy nilly for PCs to
fight. A majority of enemies my players fight are other
humans, seanchan, and the occasional foresaken. Shadowspawn
still show up from time to time, but not they are not enarly
the majority of enemies. Basically, take a step back, and
seperate WoT in your mind from D&D and don't try to
compare them, it'll make your brain hurt
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Jul 2002 | IP: Logged
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LuciusT
Member Member # 4474
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posted November 21, 2002 09:09 AM
quote:
Originally posted by Icarus:
So...
what is it about the Rouge from D&D which does not fit
in WOT?
IMO, nothing. While the Wanderer plays a similar the
classes are different enough that I have considered using
D&D Rogues in WoT.
quote:
Originally posted by Icarus: I do see many
issues with Monk... but... with a slight retooling... Monk
might work very well for the Aiel, maybe even the Atha'an
Miere, or a few scattered individuals elsewhere.
Ultimately, I don't think the Monk matches the "flavor"
of WoT. Than again, I don't it matches the flavor of D&D
either.
quote:
Originally posted by Icarus: Could the
Algwai'disi (not home now so I know I spelled that wrong...)
be available to other races? The Atha'an Miere could use an
unarmored fighter on shipboard... maybe a different traditon
of training but the same class.
Personally, I don't like the class at all and we simply
don't use it . However, I think with a little retooling, it
could probably be used as a general "fast, unarmored fighter"
class.
quote:
Originally posted by Icarus: Also...
treasure and magic items... how have people been dealing
with the treasure charts?
Short answer is, we don't. In our campaign, treasure
simiply doesn't play a big part and magic items are virtually
non-existant. Characters generally get money to support
themselves by earning it (or stealing it). Profession, Craft,
and Perform (and Pick Pocket) checks support our group
finacially. NPC patrons are helpful (wealthy nobles, the White
Tower, etc) for the really expensive stuff.
Magic
items simiply aren't something people run across, and if they
do, they usually run the other way.
quote:
Originally posted by Icarus: But by and
large... there are no monsters just roaming the land.
Just the most dangerous kind... humans. The vast
majority of our adversaries are humans... bandits, mercanries,
rival lords, Whitecloaks, Darkfriends and Aes Sedai.
quote:
Originally posted by Icarus: Last...
weaves... there is a very limited number of them... are
there conversion rules for D&D spells... or places
online to find new weaves? I have two channelers in the game
and they are gonna be looking for stuff.
There are a few website's with new weaves, plus the
ever popular Netbooks. I don't have the URLs handy
unforunately, but I'm sure someone else will come through.
That said, IMO, you don't need many more. Sure, the
ones that exist are limited but they are also quite sufficent
to the need. I highly recommend using the ones that exist
before adding more. You'll be surprised how effective they
are.
quote:
Originally posted by Icarus: Lastly, at
least for now, magic items... there is no Detect Magic and
no Identify. Can Weavesight be used to recognize magic
items... and the only way to identify is experiement, yes?
Yes, IIRC, Weavesight can be used to "sense a resonance
of the Power" in items... and yes, the only way to identify
them is experimentation. Also, experimentation is usually a
very a dangerous thing.
quote:
Originally posted by Icarus: Oh... also...
potions and scrolls?
Not a single thing like them in this setting... though
some herbal creations (like Healer's Balm) are similar to
potions.
quote:
Originally posted by Icarus: I am just
looking at ideas to try and see what works and doesn't...
brainstorming a bit. People with experience to get feedback
from would likely save me alot of time and
mistakes.
Well, I hope I helped a little. Continue
brainstorming... and remember, in the end, the really
important thing is for you and your players to enjoy the game.
IMO, what works is what works for you.
From:
Lafayette IN | Registered: Mar 2001
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Heron_Marked_Blade Member Member
# 110617
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posted November 21, 2002 09:14 AM
quote:
Originally posted by Icarus: Hello all.
New to the forum... recently began running a WOT game and
someone i was talking with told me to check this place
out.
You're almost guaranteed of some feedback here. Now whether it's any good is up for debate...
quote:
Could the Algwai'disi (not home now so I know
I spelled that wrong...) be available to other races? The
Atha'an Miere could use an unarmored fighter on shipboard...
maybe a different traditon of training but the same
class.
I'd use a different class for any Atha'an Miere
fighter, probably make something up. Woodsmen don't work,
Wanderers don't really reflect the ship people, Armsmen don't
fit that well, nor do Nobles... I wouldn't use Algai'd'siswai
for Atha'an Miere simply because the Aiel are a people unto
themselves. They have become who they are as a result of the
Three-Fold Land; I'd have difficulty justifying an Atha'an
Miere Algai, personally.
I can see your dilemma,
though; the solution (as with so much in the WoT RPG) seems to
lie in adapting an existing class (perhaps similar to the
Algai) or creating your own.
quote:
Also... treasure and magic items... how have
people been dealing with the treasure charts? Just roll
standard out of the DMG? And if so... are there conversion
rules for many of the magic items? The world kinda seems to
be much lower magic than most D&D games so I assume
there is a modified chart.
I haven't used any charts, actually. The only "magic"
items in WoT are *angreal of some sort (some of which don't
require the OP -- that's where they shine in the eyes of the
average PC) or Power-wrought weapons (limited "magic"
abilities there). I tend to create whatever loot PCs find,
generally ahead of time.
I like your ideas about the
Shadow Coast. Interesting take on Steddings, but I don't see why
that wouldn't work.
quote:
Last... weaves... there is a very limited
number of them... are there conversion rules for D&D
spells... or places online to find new weaves? I have two
channelers in the game and they are gonna be looking for
stuff.
Check out the netbook Under the Dragon's Banner. There are many
new weaves listed. Most of the webpages of people here have
personal weaves as well. And as long as it fits with the whole
idea of the One Power and Wheel of Time, there's no limit to
what a channeler might be able to do with the appropriate
combination of creativity, control, and desperation.
quote:
Lastly, at least for now, magic items...
there is no Detect Magic and no Identify. Can Weavesight be
used to recognize magic items... and the only way to
identify is experiement, yes?
Elayne was able to sense what some ter'angreal did when
she embraced the One Power and just held them in her hand, and
Nynaeve got random but sharp impressions/emotions about
ter'angreal the same way... I don't see why PCs couldn't do
something similar, and a Weavesight check might be part of
that. I would hesitate to make it failsafe (as Identify is),
and experiment is not always reliable either (witness the
Sisters who studied ter'angreal and burned themselves out).
Could make for an... interesting session.
quote:
Oh... also... potions and scrolls? Are they
just out of the game... or... are there ways peope have been
working them in?
I have been working potions in, but sparingly. Nothing
overtly "magical," but certainly things that help with
headaches, healing faster, subdual damage in certain cases,
alertness (+2 Spot/Listen for duration, -2 WIS related skills
after duration until 4hrs sleep), etc. And who knows what
certain herbs do? As the GM, I do, but my
players certainly don't.
quote:
And scrolls could exist, maybe even of lost
weaves (though VERY unlikely), but they would be so old as
to be written in the Old Tounge and if they were recognized
for what they were they would be kept and studdied rather
than used up...
I haven't implemented this at all. I don't know that
scrolls would have the ability to "use" the One Power to do
whatever weave is there, but I can see an Aes Sedai having
written down how to cast a certain weave, and a channeler
learning how to do it from the description (and a little
experimentation). Someone created a ter'angreal (I forget who,
or what it was called) that helped with learning a
weave....the only thing the ter'angreal did was "guide" the
student through casting the weave, and each ter'angreal only
had one weave it could cast....anyone have any idea where/what
that was?
My
2cp.
-------------------- "Suravye ninto manshima
taishite."
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Oct 2002 | IP: Logged
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The Great Gray
Skwid Member Member
# 34606
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posted November 21, 2002 09:24 AM
We can
assume (but not be certain) that a weave can be described or
depicted somehow on paper so that a channeler could weave it,
because Moiraine learned Balefire sometime around when she was
staying with Vandene and Adeleas. The most probable answer to
how that happened is that she learned it from one of their
books.
So I wouldn't rule out "scrolls" of a sort.
They'd be [b]extremely[b] rare, but I think they're
feasible
-------------------- 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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Shadowkiller
Member Member # 110597
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posted November 21, 2002 09:28 AM
The others
are mostly right. In my cast, I made a prestige class that was
based off of monk for the Algai'di'siswai to take eventually.
Its on my website along with many weaves, channeling feats,
power wrought items(as I call them), and other things. There
are a bunch of other sites out there and while my Swiss Cheese
like brain would love to remember their names, it can't. One
word though, if you think the world of WoT is anything like
DnD, you are sadly mistaken.
-------------------- Children of
the Dragon ^My Website^
From:
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Eosin_the_Red
Member Member # 30113
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posted November 21, 2002 11:17 AM
There is
not alot of cross-conversion stuff for D&D to WoT. People
who come from D&D to WoT are usually at an advantage when
it comes to rules and combat; they have a little bit of a
disadvantage when it comes to expectaions.
Most stuff
from D&D can be worked in with only a little work, if that
is what you want for your game. Most spells work well except
for the buffing & defensive variety. The defensive types
can easily be used but it sorta the flavor of channelers.
I did an essay once on incorporating magic items from
D&D and some other notes about conversion. I will see if I
can find them.
-------------------- Call of the
Horn Visit the Tower Library for the latest version of the
WOT RPG FAQ.
From:
Norman, OK, USA | Registered: Jun 2001
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Harkael
Member Member # 104966
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posted November 21, 2002 03:40 PM
Well
everyone seems to have some great input, but all in all I
think your missing the major point, the reason to buy the WoT
campaign setting is because it is different than dnd. There
really isnt anything great about it otherwise. Not to mention
that alot of it is unbalancing if you try and use it outside
of the campaign world (ex: what balances channeling is that it
is generally feared and reviled) I really dont see how the
wanderer doesnt fit into the life of a sailor, i mean, theyre
all about skill (profession:sailor) and bargaining skill and
well, illicit barter anyone? not that its the best choice but
it certainly fits well
enough
-------------------- "What do you mean I
missed? but i rolled....an......18..."
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Xythlord
Member Member # 70903
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posted November 21, 2002 03:43 PM
Hello all,
been a while since I have poked my head into these boards. Its
nice to see some more activity.
quote:
Heron-Marked-Blade Someone created a
ter'angreal (I forget who, or what it was called) that
helped with learning a weave....the only thing the
ter'angreal did was "guide" the student through casting the
weave, and each ter'angreal only had one weave it could
cast....anyone have any idea where/what that
was?
I made that Ter'angreal which is called a
Teaching Crystal as a submission for the netbook UtDB. It goes
as follows
Teaching
Crystals
Activation:
Wield Affinities: None Size:
Small Weight: 1 lb. Occurrence:
Rare
While several sources in the hidden libraries at
the White Tower mention teaching crystals, or Moilin a’tat in
the old tongue, only one has been recently discovered in
Rhuidean. These ter’angreal were used to store knowledge of
certain weaves and teach channelers how to cast those weaves.
Each of these devices was attuned to either saidin or saidar,
limiting who could learn from one.
The recovered
crystal is a hand-sized blue crystal flame. It contains the
following weaves; Delve, Heal, Heal the Mind, Renew, Cleanse,
and Sever. It is attuned to saidar (DM’s discretion: This
ter’angreal may contain any other weave, even lost
weaves).
Each Crystal contains 1d6+1 weaves of one
affinity. The channeler using it must have the affinity
associated with these weaves, although he can use the Crystal
to learn that affinity (In the case of Lost Affinities). The
character must make a successful Weavesight check (pg 87),
which takes 1d4 hours for each weave learned.
In my
games my players are allowed a chance to create a weave or try
to learn rare weaves from what they know (having seen it once
but did not learn it, etc.) They even have a chance of
learning Lost weaves if they have the Strong Talent feat.
While I wouldn't allow scrolls in my game to actually "cast" a
weave, I might give my players a bonus to their skill check:
Arcana to determine how that weave would be
cast.
-------------------- Only two things are
infinite, the universe and human stupidity, and I'm not sure
about the former. Albert Einstein (1879 - 1955)
From:
Denver, Co | Registered: Mar 2002 |
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Eosin_the_Red
Member Member # 30113
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posted November 21, 2002 03:53 PM
quote:
Well
everyone seems to have some great input, but all in all I
think your missing the major point, the reason to buy the
WoT campaign setting is because it is different than dnd.
There really isnt anything great about it otherwise.
There are two parts to the game - rules and setting.
Many people use the rules because they provide for a default
lower magic setting. D&D then becomes a grab bag of great
little things that the DM can incorpirate as
desired.
Others use the setting because they like WoT
and want to recreate or involve themselves in the
world.
Some use both - but it is not required. Altering
the rules to fit your vision of WoT does not damage the
integrity of either the rules or the setting. All my d20
Fantasy games/settings* use WoT rules but I have thought about
bastardizing d20 Modern.
*I have one Hero System
game.
-------------------- Call of the
Horn Visit the Tower Library for the latest version of the
WOT RPG FAQ.
From:
Norman, OK, USA | Registered: Jun 2001
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