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Author Topic: my channelling house rules
torrential
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Member # 124223


posted February 01, 2003 10:15 AM      Profile for torrential      Edit/Delete Post
This is a compilation of all the house rules I use in the WoT RPG...it mainly deals with channelling. Some of it is pulled from Under the Dragon's Banner, but most of it is original stuff.

It isn't really designed to be balanced, since currently my rpg group is all male channeller member of the black tower. I designed all of these rule changes to more accurately reflect the books. Warning: it's a lot of reading, and some of it doesn't make sense unless you read pretty much the whole thing.

My system for Talents really covers the way the One Power works in the books way better than the RPG system, and my system for linking actually allows the strength of the circle to depend on the strength of the channellers in it!

WoT RPG Changes

Asha’man Initiates:

As per the regular initiate class, but with the following changes:

Hit Die: 1d6
Class Skills: Balance (dex)
Climb (str)
Composure (wis)
Concentration (con)
Heal (wis)
Hide (dex)
Intimidate (cha)
Invert (int)
Jump (str)
Knowledge: Arcana (int)
Move Silently (dex)
Spot (wis)
Swim (str)
Weavesight (int)
Weapon Proficiency: Also includes any one type of sword
The One Power: Start with two Affinities instead of one. One of these two
Affinities may be chosen from any of the Five Powers;
the other must be chosen from Fire, Earth, or Spirit.

They also start with either one greater Talent or two lesser Talents (see Talents below).
Bonus Weaves: Index the bonus weave chart at combined channeling
attribute bonus X 2 + 1. Furthermore, men use their intelligence + 2 when determining bonus weaves and maximum castable weave levels.

Men get the same number of level zero bonus weaves as level one bonus weaves.
Weavesight: Instead of a +4 bonus to weavesight, Asha’man get a +4
bonus to concentration like wilders.

Asha’man Prestige Class Changes:

As per the regular Asha’man prestige class, except:

Requirements: Asha’man are required to have the Power-Heightened
Senses feat instead of the Sense Residue feat. Also, Asha’man are required to have taken the Extra Talent feat at least once.
Class Skills: Use the Asha’man Initiate class skill list.

Mental Stability

The first time this feat is taken, it has the following effect:

When determining the madness rating increase upon leveling at each
subsequent level, divide the result by 2. Do not round.

The second and each subsequent time this feat is taken, it has the effect described in the book.

Sense Residue and Weavesight

Any channeler can see weave residue x hours old by succeeding on a weavesight check of DC = 10 + x. The Sense Residue feat allows a channeler to sense much older weave residue as per the book rules. It is a rare feat.

Tie Off Weave

Tying off a weave is a full-round action.

Multiweave

In addition to letting you hold multiple weaves at once, Multiweave lets you cast multiple weaves in the same action. Casting two weaves at once requires you to succeed on a concentration check, DC 10 + the weave’s level, or the weave slot is wasted. Casting three weaves at once requires the check above when casting the second weave and another concentration check when casting the third, DC 15 + the weave’s level. Failure on this check again results in wasting the weave slot as the weaving collapses.

Talents

The Extra Talent feat now grants one greater or two lesser Talents. Generally, taking the lesser talent in a weave either allows a channeler to cast that weave at double the effect or to cast that weave using half the usual level weave slot (rounded up). Here are some specific exceptions along with weaves that require a greater Talent to use:

Balefire:
Cannot be cast without a greater Talent in Balefire.
Cloud Dancing:
This group includes all weather-affecting weaves. Channelers lacking a major Talent Cloud Dancing can only cast a weather-affecting weave using a weave slot at least four levels higher than listed.
Compulsion:
This weave cannot be cast without at least a lesser Talent. A lesser Talent in Compulsion allows a channeler to cast the weave at 3 higher weave slot levels than listed. A greater Talent in Compulsion allows a channeler to cast the weave normally.
Earth Delving:
This weave cannot be cast without a greater Talent in Earth Delving.
Delving:
This weave casts as described with no Talent. A greater Talent in Delving allows a channeler to detect all afflictions using a level zero weave slot.
Heal:
Those without any Talent for Healing can only cast the level zero
version of this weaves. Those with the lesser Talent for Heal can use the weave at double the listed weave slot (i.e., one with the lesser Heal Talent can heal 4d8 + Channeler Level hit points using a level 8 weave slot). Those with a greater Talent for Heal can use the weave normally and can devise weaves for Healing specific or challenging afflictions using the heal skill.

The greater Talent for Heal also grants the use of weaves such as Heal the Mind, Rend, Restore the Power, and Touch of Death. The weaves are not usable without a greater Talent for Heal.
Folded Light:
This weave requires a greater Talent for Folded Light to use.

Traveling:
A greater Talent in Travelling is needed to use any of the Travelling weaves. Further greater Talents in individual weaves within this Talent allow affects to be achieved at half the usual weave slot level or at double the effect per weave slot level.

If a weave is not listed as requiring a Talent to use, then anyone of appropriate level and main channeling attribute can learn and cast the weave with no penalty – these are considered common weaves. Examples are fireball and bond warder. While having a Talent for these weaves might make them stronger or easier to cast, the Talent isn’t necessary to cast them as the book describes them.

Linking and Angreal/Sa’angreal

The main channeling attribute of a channeler is the attribute that determines the channeler’s maximum castable weave level and his weave save DC modifier. For initiates and Asha’man initiates, it is intelligence. For wilders, it is wisdom.

Angreal work as follows:
An angreal works by increasing the user’s main channelling attribute and effective channeler level for the purposes of channeling and linking. Thus, it increases their bonus weave slots, maximum castable weave level, and weave save DC modifier.

An n-level angreal/sa’angreal multiplies the value of the main channeling attribute minus ten by n and adds it to the actual value of the main channeling attribute to yield the enhanced value. It raises the effective channeler level by 2*n. It’s easy to follow the pattern on the weaves per level chart to see at what level a channeler would be able to cast level 10+ weaves; these weaves can only be cast with the aid of an angreal or linking circle.

Angreal generally range from n = 1 to n = 3. Sa’angreal have greater values for n.

Linking works as follows:
Subtract twelve from the main channeling attribute of every channeler in the circle except for the circle leader and add the differences together. This represents the effective increase in the circle leader’s main channeling attribute for the purpose of channeling.
Sum the channeler levels of every channeler in the circle except for the leader, and multiply by 2/3 rounded down. This is the effective increase in channeler level for the purposes of channeling enjoyed by the circle leader.

The circle leader may be able to cast 10+ level weaves depending on the strength of the circle.


Altered Weaves

Shield/Sever
[Spirit] (Common)
Level: 4-5+
Casting Time: 1 round
Range: Close (25ft + 5ft/ 2 levels)
Target: One Channeler
Duration: Concentration
Saving Throw: Will negates
Weave Resistance: Yes

<First book paragraph suffices for effect description. Mechanics:>

You can attempt to shield a channeler of the opposite gender by casting this as a base fifth level weave.

You and the target must make opposed concentration checks. The following modifiers, as well as normal concentration check modifiers, apply to your role:

Target currently holds the Source: -10
Target is five or more levels lower than you: +10
Target is one to four levels lower than you: + 5
Target is one to four levels higher than you: -5
Target is five or more levels higher than you: -10
You have a greater Talent for shielding: + 10
Per channelling stat modifier point you have above/below the target: +/- 1
Per weave slot level used above the base level needed: +5

The usual concentration check modifiers apply to the target’s roll as well.

If the target succeeds by ten or more, then the weave fails and ends. If you succeed by ten or more, the target is shielded. If you intended to sever the target when you began your weave, and you succeed by fifteen or more, then you sever the target. If neither party succeeds by ten or more, then the contest continues into the next round, unless you break off your attempt. Defending against this weave is a full-round action as well and costs a level three weaveslot, although you are not penalized for taking actions before your defense begins.

Breaking a shield: Breaking a shield requires that the target succeed in a concentration check modified by channeling stat bonuses with DC as follows:

Weave is held, not tied off:
DC = 10
+ The concentration of the channeler holding the weave
+ 10 IF the channeler holding the weave has a greater Talent for shielding
+ 5 X the number of extra channelers linked to hold the shield
+ channeling stat modifiers of channeler holding the weave

Weave is tied off:
DC = 10 + the concentration of the channeler who tied off the weave

Breaking a weave costs a level three weave slot.

New Weaves:

Cut Weave
[Spirit] (Common)
Level: See Text
Casting Time: 1 action
Range: Medium (100ft + 10ft/ 1 level)
Target: One weave
Duration: Instantaneous
Saving Throw: None
Weave Resistance: No
.
+3 Casting Levels: You may sever a weave of the opposing gender, if you know a weave is formed first.

This weave fashions a knife made of purely Spirit and attacks any forming weave it's directed at. The casting level of this weave must be equal or higher than the weave it is used against, and Affinities apply. The weave does not need to be identified, but you must know the weave is being cast first. To use this weave, the caster must ready her action to the trigger "When [the opponent caster] weaves a spell" or something to those lines. If the opponent caster is casting a full round or greater casting time weave, then you can cut the weave without readying an action.

Strangle the Flow
[Air, Earth, Fire, Spirit, Water] (Rare – Major Talent: Shielding)
Level: 9 - 10
Casting Time: 5 minutes
Range: Touch
Effect: Restricts a channeler's strength with the One Power
Area: One person
Duration: One day per caster level
Saving Throw: None
+4 Casting levels: Duration becomes one week per channeler level

Description:
This weave is powerful yet subtle. Through the use of this weave, a channeler can place a permeable 'plug' in the channeling potential of another channeler. This plug reduces the amount of the One Power the affected person can draw.

This new 'plugged' level reduces the weaves per day the target can produce, highest weave level they can cast, and any other channeling-related effects. The target does not lose feats, skills, saving throws, hit points etc. as a result of this weave. When the target spins a weave, they spin it as if they're at their reduced level.
The target cannot be brought below an effective channeler level of 1.

If cast at weave level 9, the target's channeling level is reduced to one half of her normal casting level, rounded down. For example, if the target is an Armsman 1 / Wilder 10, her casting level is reduced to 5 for the duration of the weave.
Note that she would still act as an 11th level character, but with these effective levels: Armsman 1 / Wilder 5. Her Armsman levels are not affected because they are not channeler levels.

If cast at level 10, the target's effective channeler level is reduced to one quarter, rounded down. For example if they are a levl 10 Initiate, this weave will reduce them to Initiate level 2.

Curtain of Flame - by Bukowski
[Air, Fire, Spirit] (Common)
Level: 2-5
Casting Time: 1 action
Range: close (25 ft. + 5 ft./lvl.)
Area: 20' wide x 20' high vertical sheet of fire that flashes from caster to terminus of spell
Duration: instantaneous
Saving Throw: reflex half

+1 Casting Level: Increase area of effect to a 40' x 40' sheet.
+2 Casting Level: Increase area of effect to a 60' x 60' sheet.

This weave launches a one-inch thick wall of superheated flame out to the maximum range of the spell. The curtain can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze, and sets fire to combustibles. It wraps over and around objects in its path, negating any saving throw bonuses from cover.

Level Damage
2 1d8
3 2d8
4 3d8
5 4d8

Registered: Jan 2003  |  IP: Logged
JosephKell
Member
Member # 99447


posted February 01, 2003 12:30 PM      Profile for JosephKell   Email JosephKell    Edit/Delete Post
Much of it is way complex... I was getting a head ache... First Off I think you should remove the alternate weaves from this thread. Give them their own one. (This is so you can tackle one thing at a time. We all know Shield needs to be rethought... the basic is fine, but the lower save DC when a higher shields a lower is off...)

Greater Talent/Lesser Talents?!!? Cool idea, making it require a Talent 2 type thing, but it makes a complex game that much more complex. And how many players are going to learn balefire? (Or want to? A feat to learn it...)
----An easier way to do Lesser/Greater Talents is to make it so that without Greater Talent you can't use a weave slot of 6th or higher in that talent (if you have an Angreal or all the associated Affinities that is another story). Restore the One Power is a 6th level weave minimum, with all the Affinities associated, if someone has all of them they deserve to be able to give back 1/3 of someone's power.

Your new Mental Stability is interesting. I like the idea of dividing by 2, but would that carry over to overchanneling as well?

Sword Proficiency: This is just for a martial sword right?

According to the whitetower FAQ (supposedly from WotC, Eosin yelled at me any I said that Sense Residue was a prereq...), Sense Residue was removed from and that it was replaced with a 2nd Affinity. (The Feat count, by the book remains the same for the classes).
----So if you plan to give two Affinities, maybe you should rethink two talents (even if they are lesser, most weaves used will fall into lesser).

----Wilders get +5 to overchannel bonuses. (But this +5 doesn't count when they try to unravel a weave, or make the fortitude save when they fail)

----Can you give some justification for the upped Hit Dice? Male channelers are often given more Constitution, (except maybe than Aiel Wise One's).

--It would make perfect sense also for Male Initiates to have a partial block (Probably associated with aggression). Composure DC 10 to get into the mood from Neutral state, DC 5 when in a similar state, or DC 15 when in an opposed state. And at level 3 they gain Eliminate block free.
--------This is a reasonable thought, seeing as how they struggle to seize Saidin, and it is chaotic so they are in a constant struggle with it.

--------------------
Instant Message me @ JonERPG on the AIMer

Visit AielManSpear

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-If your character sheet is longer than the Player's Handbook...
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-If the God of Destiny asks you what will have next...
...you might be a Munchkin.

From: California | Registered: Aug 2002  |  IP: Logged
torrential
Member
Member # 124223


posted February 01, 2003 03:17 PM      Profile for torrential      Edit/Delete Post
I wasn't asking for critisism. This is what I'm using in my game, and we don't find it overly complex or unbalanced. We find it accurate, which is what we want. I posted it for people who want ideas about making their own games more accurate for the universe.
Registered: Jan 2003  |  IP: Logged
JosephKell
Member
Member # 99447


posted February 01, 2003 05:19 PM      Profile for JosephKell   Email JosephKell    Edit/Delete Post
My bad T, I thought your statement about your house rules not being balanced was a request for aid.

But you still didn't answer my question: Did Mental Stability carry over to half the madness for overchanneling?

--------------------
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  |  IP: Logged
torrential
Member
Member # 124223


posted February 01, 2003 07:57 PM      Profile for torrential      Edit/Delete Post
Yeh, we only count every other point gained via overchannelling.
Registered: Jan 2003  |  IP: Logged


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