Author
|
Topic: Revising my
rules for crafting objects of power |
drothgery
Member Member # 4490
|
posted February 22, 2003 08:22 AM
Before I
submit my rules for crafting objects with the Power -- at http://home.san.rr.com/drothgery/wot_rpg.htm
-- (and my two Healing weaves) to the second netbook, I'd like
to get some feedback on a few changes that I've made, and any
other detail-level feedback.[1]
1) I've added a
Transmute Iron to Heartstone weave. 2) The skill checks
have been changed from Knowledge (Arcana) to Weavesight. 3)
Restoration has been changed from Common to Rare, since
Restore, in Prophecies of the Dragon, is a
common, but weaker, version of this weave.
[1] Pretty
much anything that doesn't challenge the core assumptions will
be considered. Intoducing an XP cost for making
ter'angreal, or eliminating the Latent Maker feat
pre-req for taking the Maker Talent is beyond the scope of
changes that I might make. If these rules were official,
Elayne would have Latent Maker and Maker; Egwene would have
Align the Matrix; Rand would know Craft Item as a cross-talent
weave.
-------------------- 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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Elsbon
Member Member # 25397
|
posted February 22, 2003 03:22 PM
--minor CoT
spoiler within--
Hello drothgery
I liked the healing weaves you had. I didn't
see anything to change about them. I am somewhat curious as to
how you decided on the casting times for each.
With
Craft Item, are you shaping material already there, or are you
creating matter from just the Power? (seems like it should be
the first) Second, maybe some more examples of things you
could make (or couldn't!) should be listed.
Craft
Weapon: Why does it include a craft(weaponsmithing) roll? That
could be reasonable; I'm just looking for your in-game reason
(I understand that it's a nice cost to include for out of game
reasons - you want to make this sort of thing hard). Is the
idea that the channeler is directly shaping the material into
a form they want, and hence need to know how to craft it?Also,
what happens if you fail the check? Is it just like craft
(depending on how you failed by, you lose some of the
materials, etc.)?
Create Power-Wrought Material: Do you
want two weaves that make cuendillar? Also, fancloth is made
by the one ter'angreal in the book. Since I'm not sure what
else you might have in mind, maybe just turn this into a weave
for making fancloth? (or give a little more description..."GM
can let this make weird things, etc.")
***Paragraphs
contains minor spoiler for CoT*** Transmute Iron into
Heartstone: I like the weave. The high level versions allow
for Egwene's little stunt at the end of CoT. I might make it
slower at lower levels, to both a) reflect how long it took
the novices to get anywhere, and b) make it hard for players
to get lots of it. Perhaps make it per minute, instead of per
round? Then you could add a level increase to boost the
speed?
The Maker weaves seem pretty good. Presumably
linked circles will often attempt this; can the others in the
circle roll to assist (+2 bonus)?
I can't recall - when
does Rand use Create Item?
These rules look pretty
good! I think I'll suggest my GM take a look. ![[Smile]](Wizards_Com Boards Revising my rules for crafting objects of power (1)_fichiers/smile.gif)
[ February 22, 2003, 03:27 PM: Message
edited by: Elsbon ]
From:
Ann Arbor, MI USA | Registered: Jun 2001
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JosephKell
Member Member # 99447
|
posted February 22, 2003 03:24 PM
Wheel of
Time is a low-magic item campaign setting. Magic Item Creation
feats are not the realm of players in low-magic item
campaigns.
But if you just must have them, I would
double the XP cost of items, and limit weapon creation to just
1/7 level for the maximium +X (so 7th is for +1 and 14th is
for +2, and 21st is for +3, making it so that +3 items remain
as rare as they should be). Armor creation shouldn't be
allowed, to keep the accuracy of the books.
Just
remember that +2 and +3 weapons must be Master
Piece.
[ February 22, 2003, 03:25 PM: Message
edited by: JosephKell
]
-------------------- Instant Message me @
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From:
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Whitewinds
Member Member # 124732
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posted February 22, 2003 09:51 PM
Here's what
I came up with for the campaign I'm in:
New
Feats Latent Maker (prereq: Wisdom 14+) Craft
ter'angreal (prereq: Latent Maker, channeler level
3+) Craft Angreal/sa'angreal (prereq: Craft ter'angreal,
channeler level 5+, Spirit affinities)
Ter'angreal
creation is by necessity a collaborative effort between player
and GM; there are just too many variables involved for any
generalizations to be meaningful, and the D&D rules on
wondrous items are worth than useless - Elayne created
powerful ter'angreal from silver alloys, or even ordinary
stone.
Angreal and sa'angreal creation is much simpler
to model: To create one, the channeler must obtain a suitable
base object, then cast upon it a weave of a level equal to its
intended level times two. This takes a full day, and must be
done umber of times equal to the square of the intended
rating; at the extremes, a rating 1 angreal would take a day,
and the use of a level two weave, and the Choedan Kal would
require a level twenty weave each day for 100 days. Angreal
and sa'angreal may not be used in the creation of other
angreal or sa'angreal; this is why really powerful sa'angreal
are so very scarce: Creating one that's over rating 4 requires
linking, overchanneling, or both. Creating the Choedan Kal
required two full circles of 72, and the leaders of the
circles had to be 17h level at least, and even then they had
to overchannel to their limit every day for over three months.
Rating 6 is the absolute upper limit a single channeler could
create alone, and it would be horribly dangerous to even
attempt.
The potential power of a given base object
seems to be in proportion to its size and density, from the
few examples we have; a weak angreal can be as small as a
pinky ring, the Choedan Kal had to be created as gigantic
statues of cuendillar. Even the access keys are huge compared
to most ter'angreal: A full foot tall, when most are little
bigger than palm-sized.
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drothgery
Member Member # 4490
|
posted February 22, 2003 10:07 PM
Elsbon
--
Craft Item and Craft Power-wrought Material pull
something from nothing. We've definitely seen Craft Item in
the novels, as per early in TSR, when Rand created a few
things from nothing to try and impress various people (most
notably Elayne).
The Craft checks involved in the
various Craft weaves are there because the channeler is making
something out of its constituent materials (or out of the One
Power); she has to know what she's doing, or it's not going to
work very well. The idea for this was basically cribbed from
the Fabricate spell in D&D.
I thought about
dropping heartstone from things that Craft Power-wrought
Material (which I wrote up shortly after the RPG was released;
long before CoT came out) could make, but decided against
because Craft Power-wrought Material is much less effecient
(and might not really exist; my thinking is that there should
be some way to make oddball Power-based material without using
ter'angreal, but it's a high-level lost weave in a rare
Talent).
For the weaves that use materials, I should
probably write-up the consequences of failed Craft checks,
which should usually be the same as crafting the item
normally.
JK --
I see no need to import a
mechanic that I don't like from D&D (XP costs) for
something that has a very high cost (spending feats on
anything that can't be used in combat, being sneaky, or
in normal social interaction and lots of ranks in
skills that fall in the same category). And since the
channeler is forging the blade with the Power, she doesn't
need to have a masterwork or masterpiece blade to start with;
that's silly. Besides, determining the XP cost of a random
ter'angreal seems like a good way to torture your
gamemaster.
There aren't a lot of power-wrought weapons
around because the Wise Ones and Windfinders don't know how to
make them (rare weave), and Aes Sedai are prohibited from
doing so by the Second Oath. Note that in almost any rational
d20 WoT game (set in the Westlands in the last third of the
Third Age), the overwhelming majority of channeling PCs will
be initiates of the Aes Sedai
tradition.
-------------------- 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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Blackdraman
Member Member # 112167
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posted February 23, 2003 10:00 AM
Dear
drothgery,
I am sorry but I must correct you on
something.
quote:
We've
definitely seen Craft Item in the novels, as per early in
TSR, when Rand created a few things from nothing to try and
impress various people (most notably Elayne).
Rand did not create those things (namely a flower) from
nothing. He created the flower from the feathers out of the
mattress after causing it to "explode". In my opinion this is
more inline with an "Aligning the Matrix" type
weave.
-------------------- Continuealy
Searching, Blackdraman
From:
Splendora, TX | Registered: Nov 2002
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JosephKell
Member Member # 99447
|
posted February 23, 2003 02:19 PM
The real
reason there is an xp cost for making magic itmes in D&D
is so that it reflects the spellcaster putting magic into it,
but more to stop players from abusing magic item creation. If
any channeler can make a +lvl/3 Power Wrought Sword (this is
following D&D creation), then you would have every
character in the party owning a magic item. One Power items
are supposed to be rare, and giving players easy access is a
mistake.
I would never give One Power item creation
methods to players even following the costly D&D3 rules.
And now there are people suggesting that being able to use a
weave--even a lost weave--to make an angreal is game breaking.
A +1 angreal is a big deal, and using a level 2 weave! I know
this requires a few feats before you can do this, but still, a
level 2 weave! And this can be done by 6th level, unless the
GM allows you to use a channeler feat for one of the 3 feats,
then a channeler can do this by level 3!
Why do players
need that kind of power? Granted if a man could somehow make
female angreal, and was caught by the tower, he could probably
keep his channeling ability longer if he traded it for an
angreal a week or whatever. But still, this turns a game with
emphasis on roleplaying into one of munchkinning. I was glad
when in my prophicies of the dragon game that Taim took back
the +1 Fox Angreal... It makes PC Channelers overshadow
non-channelers that much more.
I like Wheel of Time
because of the low-magic item style, the Character makes the
Character, not the items
owned.
-------------------- 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:
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Whitewinds
Member Member # 124732
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posted February 24, 2003 12:12 AM
quote:
One
Power items are supposed to be rare, and giving players easy
access is a mistake.
Why do players need that kind of
power? [T]his turns a game with emphasis on roleplaying into
one of munchkinning. I was glad when in my prophicies of the
dragon game that Taim took back the +1 Fox Angreal... It
makes PC Channelers overshadow non-channelers that much
more.
I like Wheel of Time because of the low-magic
item style, the Character makes the Character, not the items
owned.
You're forgetting three things, or deliberately
disregarding them. First, the ability to create ter'angreal
has been rediscovered in the books, and it seems quite likely
that the methods of creating angreal and sa'angreal will be
rediscovered as well, and so some way to represent this is
very appropriate.
Second, not all Wheel of Time
campaigns will take place in the default setting; some will
occur in eras when the knowledge is available, so again,
having some sort of rules for them is
appropriate.
Third, and most importantly, declaring
that "You can't make any One Power item because you're a PC"
both damages deeply the verisimilitude of the campaign world,
and will almost certainly engender resentment on the part of
the players, and rightly so, as this is an entirely an
arbitrary, top-down restriction with no game-world
justification whatsoever.
Speaking as a player who
admits to liking my character to have the power needed to
handle the challenges she faces, and who places great store by
consistency in a world, I would find such a ruling from my GM
to be extremely offensive and insulting, especially given the
apparent attitude that underlies your objections: That giving
players access to personal power will automatically lead to
munchkin behaviour.
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Eagle Prince
Member Member # 67693
|
posted February 27, 2003 01:43 AM
Why no XP
cost? I mean, what is your reason behind this being a "bad
idea"? I am thinking it is because you have a rigid view of
what XP is. If I am spending huge chucks of my time and effort
to make heartstone, for instance (which it obviously does with
one exception--who'd techiqually have alot of XP to dump
anyway), then I am not spending it on leveling up--the only
other thing you can use it for atm.
Beyond the idea of
"you get dumber" by spending XP (which I don't think it
represtents), I was wondering what other reasons you may have
(good or bad).
-------------------- I am the
Immortal One hidden from the dawn, I am the Emperor-King after
day has gone.
From:
Utah | Registered: Feb 2002 | IP: Logged
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JosephKell
Member Member # 99447
|
posted February 27, 2003 11:11 AM
If players
can make items with no xp cost, then soon everyone and their
horse will have items of the one power again.
"**** , I
am out of money again..." a channeler mumbles. "Oh well..."
the channeler turns a dagger into a +1 power-wrought dagger
and sells it for 230 gold crowns (2300 gp).
And that is
at level 5 (because craft magical arms and armor is 5th level
spellcaster), unless you lower it, even though WoT is a lower
magic item campaign.
I still think it should be 1/7th
level for max +, and now 10 times the xp cost! (so now it is
2/5 the silver marks cost in
xp)
-------------------- 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:
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Eagle Prince
Member Member # 67693
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posted February 27, 2003 02:52 PM
I was
actually thinking of a way you might be able to balance it out
without using XP, but I was hoping to see what his reasons
were not to use it.
-------------------- I am the
Immortal One hidden from the dawn, I am the Emperor-King after
day has gone.
From:
Utah | Registered: Feb 2002 | IP: Logged
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drothgery
Member Member # 4490
|
posted February 28, 2003 03:01 PM
I'm not
going to deny that my rules have potential for abuse, but I
think that they only have that potential if the GM and players
ignore the conventions of the Wheel of Time
universe.
Nobody is going to go nuts making
power-wrought weapons in any rational 3rd-age WoT campaign
because the Second Oath prohibits Aes Sedai from doing so, and
non-Aes Sedai channelers are not free to act against Aes Sedai
dictates unless you're outside the Westlands. So this isn't a
real concern.
As a practical matter, I don't like XP
costs for several reasons. First, it's incredibly difficult to
figure out what's 'right' for a particular item, especially in
WoT, where a lot of the stranger elements of the magic system
are done with ter'angreal. Second, it's unnecessary
bookkeeping. Third, it gets the players levels out of sync
with one another.
And fourth, most of the meta-game
justifications for XP costs in D&D are manifestly not true
in WoT. You're not putting something of yourself into a
ter'angreal; Elayne's fine the next day with no adverse
side effects. She doesn't have to go out adventuring before
she can make another one.
But I think that within the
framework of the WoT universe, my rules are fairly balanced.
Feats and skill points are very hefty cost in and of
themselves; they foreclose other options for low to mid-level
characters, and high-level channelers are extremely formidable
whether they can make items or
not.
-------------------- 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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Dave Shramek
Member Member # 107902
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posted February 28, 2003 03:36 PM
This whole
idea of being able to create ter'angeal and power-wrought
things when only one person in the world can boils down to a
very serious problem with most gamers. Namely, many players
have the problem of wondering "How can my character be a hero
without this unique or extraordinarily rare ability?" That is
bad roleplaying.
Sure, if you're playing in the Age of
Legends, you might know how to make some of this stuff. If
you're playing during the War of Power, you might know how to
craft a power-wrought blade.
However, I wouldn't let
ANYONE of my players know how to craft the above in a "modern"
setting. I'm not even sure why they allowed people to be
viewers, but whatever. This is not arbitrary, it is in fact
based entirely on the books. These gifts are EXCEEDINGLY rare.
Only one channeller in thousands, if not tens of
thousands knows how to make the stuff and/or is strong
enough to even begin to understand
how.
-------------------- As always, I cower in
ignorance, awaiting a response.
From:
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Whitewinds
Member Member # 124732
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posted March 01, 2003 11:27 AM
quote:
Originally posted by Dave Shramek: This
whole idea of being able to create ter'angeal and
power-wrought things when only one person in the world can
(snip) These gifts are EXCEEDINGLY rare. Only one channeller
in thousands, if not tens of thousands knows
how to make the stuff and/or is strong enough to even begin
to understand how.
Actually, that's incorrect. Within the Tower in exile,
there are three Aes Sedai, other than Elayne, who have the
needed talent to make ter'angreal (we don't know about the
novices or Accepted), and in Seanchan there are many damane
who can create a'dam. So even if those four are the only
members of the Tower in exile who do have the ability, that's
still one channeler in 250 among women, and it's entirely
conceivable that the actual percentage is higher that that.
It's a rare ability, but more common than being a wolfbrother,
or a treesinger.
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Eagle Prince
Member Member # 67693
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posted March 07, 2003 06:05 AM
Sometimes I
think I'm reading a completely different series also called
'Wheel of Time' than everyone else, cause the people I read
about are usually lugging around a half dozen+ *greal
each, 3 Bonded blademasters w/ power-wrought swords,
and have a good 15-20 'lost' abilities between
them.
-------------------- I am the Immortal One
hidden from the dawn, I am the Emperor-King after day has
gone.
From:
Utah | Registered: Feb 2002 | IP: Logged
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MT
Member Member # 88155
|
posted March 07, 2003 08:11 AM
quote:
Originally posted by Whitewinds:
quote:
Originally posted by Dave Shramek: This
whole idea of being able to create ter'angeal and
power-wrought things when only one person in the world can
(snip) These gifts are EXCEEDINGLY rare. Only one
channeller in thousands, if not tens of
thousands knows how to make the stuff and/or is strong
enough to even begin to understand
how.
Actually, that's incorrect. Within the Tower in
exile, there are three Aes Sedai, other than Elayne, who
have the needed talent to make ter'angreal (we don't know
about the novices or Accepted)
But we do know about some novices and accepted as far
as making Heartstone goes. In CoT, Egwene has set up a sweat
shop where half a dozen novices sit turning iron into
Heartstone. On page 426 it states, "...strength in Earth is
the key, and beside Egwene herself, only nine sisters in the
camp--along with two Accepted and the nearly two dozen
novices--had sufficient of that to make the weaves work at
all." It goes on to say that only Egwene and three others can
make ter'angreal.
And it's that small because Earth is
the major weave (Fire being second). If men were to learn it,
probably half of them would be able to make ter'angreal and
all of them would be able to convert heartstone
quickly.
As for the weave Tranmute Iron to Heartstone,
the book also describes the weaves needed to do it. It
requires two weaves (multi-weave feat), one is a weave of
Earth, Fire and Air that surrounds the object in a net. The
other is a weave of Earth and Fire that penetrates the net
just so, ans slowly turns the iron to Heartstone. It also says
it takes the same power as making three balls of fire at
once.
And for the person who said that when a person
runs out of money they will simply make a powerwrought dagger,
guess what the Sisters are making the Heartstone cups and
bowls for? That's right, money! To feed thier army. They are
power-munchkin *****s! I'm kidding, they're actually very
smart, and a GM shouldn't nerf a game to prevent people from
being smart.
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Whitewinds
Member Member # 124732
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posted March 07, 2003 11:58 AM
quote:
Originally posted by MT:
quote:
Originally posted by Whitewinds:
quote:
Originally posted by Dave
Shramek: This whole idea of being able to
create ter'angeal and power-wrought things when only one
person in the world can (snip) These gifts are
EXCEEDINGLY rare. Only one channeller in
thousands, if not tens of thousands knows
how to make the stuff and/or is strong enough to even
begin to understand how.
Actually, that's incorrect. Within the Tower in
exile, there are three Aes Sedai, other than Elayne, who
have the needed talent to make ter'angreal (we don't know
about the novices or Accepted)
But we do know about some novices and accepted as far
as making Heartstone goes. In CoT, Egwene has set up a sweat
shop where half a dozen novices sit turning iron into
Heartstone. On page 426 it states, "...strength in Earth is
the key, and beside Egwene herself, only nine sisters in the
camp--along with two Accepted and the nearly two dozen
novices--had sufficient of that to make the weaves work at
all." It goes on to say that only Egwene and three others
can make ter'angreal.
And it's that small because
Earth is the major weave (Fire being second). If men were to
learn it, probably half of them would be able to make
ter'angreal and all of them would be able to convert
heartstone quickly.
Though I'll agree about cuendillar - that far more men
than women would be able to make it - I'm not so sure about
ter'angreal. We have no information about what, if any, weaves
are common to their creation, or how much strength in each
element is needed; it doesn't seem to take a lot of strength
per se, but it does seem to require a great deal of fine
control and perception. Elayne refers to "the smallest bits,
too small to see or even sense without he One Power."
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Steve Russell
Member Member # 130579
|
posted March 07, 2003 12:18 PM
remember
one thing Toveine Gazal says that sums up Jordan's creation of
rules and then breaking them "She did not discount it becasue
it was impossible she had seen the impossible happen often
enough"WH
Gary Gaygx said to me at a seminar once "If
you have limits as a DM you need to explore them otherwise you
could be robbing your players of a wonderful experience, for
the sake of being a Ruleslawyer"
Don't the Seanchan
have to be able to have Damane that can craft
A'dam?
Also if you follow The Wheel of Times basic
principle that time is circular you will have the ability to
create angreal, sa and ter, come again
plus these
things could be very usefull for 1st and 4th age
campaigns.
As Morpheus said "free your
mind"
-------------------- 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 17, 2003 03:33 AM
We are
assumely that the second oak's is absolute. It mightnot be
absolute for all time. Let say the shadow sent than huge army
armed with powerbrough weapon against the Westland, do you
think that sister might believe they might have to break
the oak's this time to save the Westland by creating
powerbrought weapons to armed the armies of the Westland.
From: El
Pase Texas | Registered: Apr 2003 | IP:
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Steve Russell
Member Member # 130579
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posted April 17, 2003 04:06 AM
actually
the way to get around the second oath is to make a weapon only
a women could use.
-------------------- 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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drothgery
Member Member # 4490
|
posted April 17, 2003 07:13 AM
quote:
Originally posted by Steve
Russell: actually the way to get around the
second oath is to make a weapon only a women could
use.
About the only way to do that would be to make a weapon
that required saidar to use, and then you're running
into the Third Oath.
-------------------- 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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Sharn_Penndroen Member Member
# 82230
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posted April 17, 2003 07:18 AM
I believe
that the wording of the second oath, "To create no weapon with
which a man may kill another," is an artifact of the english
language. Mankind = man. Besides, you have to make a pretty
creative weapon to have it only usable by women.
Yikes.
-------------------- A man who will not die
to save a woman is no man. - Shienaran Saying
The Light
shine on you, and the Creator shelter you. The last embrace of
the mother welcome you home. - Shienaran Funeral
Ceremony
From:
Brookhaven, MS | Registered: May 2002
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Steve Russell
Member Member # 130579
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posted April 17, 2003 07:40 AM
Yea and The
Lord of the Nazgul said "no mortal man may hinder
me"
-------------------- 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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Fyatuk
Member Member # 133738
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posted April 17, 2003 08:36 AM
quote:
Originally posted by Sharn_Penndroen: I
believe that the wording of the second oath, "To create no
weapon with which a man may kill another," is an artifact of
the english language. Mankind = man. Besides, you have to
make a pretty creative weapon to have it only usable by
women. Yikes.
True, but it does not say to create no weapon that will
lead to a man's death. They could simply make a weapon that
has an added affect of instant unconsciousness and have their
warder walk up and slit the poor victims throat.
They
have to follow the letter or the oaths, but nothing keeps them
following the spirit...
As for item creation, I did not
read the weaves, so no comments on them specifically, but as
for item creation in general...
This world is about
rediscovery. What once was lost is now being found, therefore
if a player wants to try and do something that existed at some
point, the DM needs to provide for it (even if the DM makes it
practically impossible to do).
PS: anyone besides me
notice the game provided healing weave takes a lot more time
than what is shown in the
series??
-------------------- Fyatuk
Loth Tai'Shin Weaver of Dreams
From:
San Antonio Texas | Registered: Mar 2003
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The Great Gray
Skwid Member Member
# 34606
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posted April 17, 2003 08:49 AM
quote:
Originally posted by Fyatuk: PS: anyone
besides me notice the game provided healing weave takes a
lot more time than what is shown in the
series??
Heck, yes. Even more dramatic, though, is Delve. They
totally hosed that up. We rewrote the casting times on that
for our game so that the Level 1 effect only takes 1 standard
action.
-------------------- 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
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