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Lord Red
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Member # 97570



posted July 26, 2002 10:16 PM      Profile for Lord Red   Email Lord Red    Edit/Delete Post
After lengthly re-reading of the ENTIRE series to date (for the 5th time). I've come up with some new rules that I strongly believe make the RPG much closer to the way the books are written. I greatly encourage feedback, and I can say my group is much happier with the new rules than without them. I am also experimenting with an Initiative system based on both DEX AND WIS,which so far is going well.

Rules Enhancements for the Wheel of Time D20 RPG

The One Power
The books routinely describe the inherit ability of channelers to use the one power based on strength and not exactly experience. Young or new channeling charachters in the novels are described as having strength far above and beyond other charachters who have been channelers for decades, even centuries. The existing rules have no apparatus for including this vital facet of the novels into gameplay. The following is a feasible way to include the flavor of the epic level storytelling within the novels into the WoT RPG. These enhancements are optional, but it is strongly advised that they be included to reflect the World after the Breaking, as described by Robert Jordan.

New Attribute:

Strength in the One Power (PWR)
Every Living being is a part of creation, even the twisted minions of the Shadow are spawned from the Creator's orginal stock. As with all living things, each is attuned to one degree or another to the Light. It is this spark that allows men and women to channel. The strength of that spark is directly related to how much of the One Power a channeler can hold. Once a channeler is fully trained and able to use their talents it takes both time and experience for their strength in the One Power to increase beyond their inborn potential.
You apply Strength in the one Power modifier to:
* Damage rolls using weaves of the one power. Every die of damage should be increased by the Channeler's PWR modifier.
* Determining the maximum level of weave that a PC may channel. A PC may add their PWR modifier to the level of weave they wish to cast. If they cast a weave of a level higher than they can normally cast, they may modify the level of the weave down by one or more levels according to their modifier, in the same manner as if using an Aangreal or Sa' Aangreal (An example of this is when a 3rd level Initiate wishes to cast a Gateway. The Initiate has no talent for Traveling and does not have a 4th level weave slot at this low level of experience, but does have an affinity with Spirit. The Initiate is also very powerful, with a +4 PWR modifier. The initiate may do one of the following: create a level 4 point-to-point(+3 level) Gateway using a level 2 slot, or a Gateway in the space between places by using a level 0 slot, If a PC does not have a Talent for the weave to be cast, the maximum level weave for that Talent that can be cast is equal to the PC's PWR modfier, be it 0 or higher (A PC without the Talent Elementalism or Cloud Dancing may cast the Level 5 Lightning weave if she has a PWR of 20 or 21 if she has no other bonuses or an affinity with Air or Fire, as she would have a +5 PWR modifier. Her PWR modifier would reduce the level of the weave to 0, allowing her to cast it using a 0 level slot!). A PC must still observe the normal rules for channeling, as in observing the rules for Talents, Affinities and Overchanneling.


* Modifying the level of a Counterweave, using the previous rule on channeling as a guideline.
* The PWR attribute may be increased by the use of an attribute point increase at every 8 levels gained, i.e. 8,16,and 24th level.The PWR attribute should be generated by strict enforcement of a separate 4D6, dropping the lowest die roll. This roll should not be modified during PC generation.

Counterweaving: (Uncommon)
Absolutely no provision in the Wheel of Time RPG book provides any rules system for countering another channeler's weaves. This is in direct contradiction to the novels, where some of the most intense action is derived from channelers battling one another with the One Power.
Simply put, to counter a weave the channeler must first select the target of the counterweave. If the channeler has the Multiweave feat, then both weaves and counterweaves may be cast at one or more targets, but only by using the Ready Action. The channeler must select the Ready Action on her turn. This will not interfere with maintaing a weave, unless the number of weaves allowed to be cast, countered, or maintained exceeds the total number of weaves per turn that a channeler may control. The channeler must wait to act until the target casts a weave. The channeler may still move at speed or use free actions, but must maintain a line of sight on the target at all times. The target must also be of the same gender as the channeler, except as where noted below. As the target casts a weave, the channeler makes a weavesight check as free action with a DC of 15+ weave level. If the check is successful, the channeler may cast a weave of the same or higher level, using normal rules for both channeling and overchanneling. Assuming a weave is cast, the counterweave is successful and both weaves are dissipated. The counterweave may be made from identical or oppostie elements of the weave to be countered, excepting only spirit. Normal rules for Talents, Affinities, and PWR all apply, except where previously stated. A counterweave may also be cast on a weave that is being maintained, with the exception of Wards, which are a special case (The Ward Bore weave is used to defeat all wards except Shield). The weave must of course be fully detected before any counterweave may be cast.
Countering a Shield weave is explained later within these rules.

Counterweave example:
Sera is trying to aid her companions, two of whom have just been struck down by a Aes Sedai of the Black Ajah. She decides to counter any more weaves cast by the Black Sister. She has superior initiative, and announces that she is readying an action. The Darkfriend casts two new weaves while maintaing a third, confident in her ability to crush her enemies quickly. This is what Sera has been waiting for a makes 2 weavesight checks at a DC of 20 for the 2 new weaves, as she already discovered the maintained weave was Harden Air. She rolls a 24 and 27, successfully learning that two Lightning weaves are about to kill her friends. Sera then decides how best to counter the level 5 weaves. She has Multiweave at 2, a PWR modifier of +2, and an affinity for both Air and Fire. To counter all 3 weaves, she will need to use two level 2 weaves to counter the Lightning, and one level 0 weave for the Harden Air. Sadly, she must overchannel to stop the second Lightning weave, and barely succeeds with a roll of 21 on a DC of 20. She is successful, and both Lightning weaves and the Harden Air weave are cancelled.

Cross-gender counterweaving: (Lost)
Counterchanneling a member of the opposite sex is absolutely impossible with the sole exception of countering a shield weave. The target of the Shield must already be embracing the One Power. The Target of the shield may choose to counter rather than make a Will save. All rules pertaining to channeling apply. Countering a Shield weave is a standard action.

New Feats:

Affinity Substitution:
You have an understanding of the One Power that allows you to use a different element in casting Weaves.
Prerequisites: Wisdom 13+, Intelligence 15+
Benefits: You may substitute one element in a weave for another that you have an Affinity in.
Special: Spirit may never be substituted.

Gift of the Great Lord of the Dark:
You have been given the ability to use the 'Saa', or 'True Power'.
Prerequisites: Channeler, PC/NPC must be "Sworn to the Shadow".
Benefits: You may use weaves constructed of the Saa instead of the elements of the One Power. These weaves are totally undetectable by a user of the One Power, and can only be detected by a user of the Saa. The Saa cannot be affected in any way by the Source, and is impervious to wards, counterweaves, and other uses of the One Power, with the sole exception of Balefire. Each and every time you cast a weave of, or embrace the Saa, you automatically gain a Madness point, regardless of gender.
Special: If the PC/NPC goes insane as a result of a failed Madness check while using the Saa, that charachter is permanently under the control of the Dark Lord, and is incapable of exercising any free will. This is referred to as the 'True Price'. You may still use the Mental Stability feat to defray the results of Madness incurred by Saa use.

Greater Weave Focus:
You are superbly adept at making your Talent diffulcult to resist.
Prerequisites: Weave Focus
Benefit: Choose a Talent. All weaves within that Talent add +4 to their save DC. This supercedes Weave Focus.
Special: You may choose this feat multilpe times, for a new Talent each time.

High Source Mastery:
You can cast Weaves with much less effort than normal.
Prerequisites: Wisdom 17+, Channeler level 11+
Benefits: You may accomplish a weave that requires a full-round action as an attack action.
Special: This feat in non-cumulative with Source Mastery. This feat IS cumulative with Multiweave.

Seize the Source:
You are exceptionally talented at embracing the One Power quickly.
Prerequisites: Dex 13+, Wis 15+, Improved Initiative.
Benefit: You may embrace either the One Power, or the "True Power" as an attack action.

Weave Focus:
You are adept at making your Talent hard to defend against.
Benefit: Choose a Talent. All weaves within that Talent add +2 to their save DC.
Special: You may choose this feat multilpe times, for a new Talent each time.

Source Mastery:
You can cast Weaves with less effort than normal.
Prerequisites: Wisdom 15+, Channeler level 7+
Benefits: You may accomplish a weave that requires an action as a free-action.
Special: This feat in non-cumulative with High Source Mastery. This feat IS cumulative with Multiweave.

Two for the Price of One:
You may develop two new Talents, but a third Talent of weaves is simply beyond you.
Benefit: Pick two new Talents. You can learn and cast weaves within these Talents. Pick one Talent. You may NEVER cast weaves above level 0 in this Talent, regardless of your PWR modifier.
Special: You may take this feat multiple times.

Unweaver (Rare)(Aiel Wise Ones and Apprentices only)
You have the strength of will to unravell a weave you have cast. Be warned that dire consequences await if your concentration fails.
Prerequisites: Sense Residue, WIS 15+
Benefit: You may attempt to unravell a weave that you have cast. If you are successful in a Concentration check of DC 20+ the level of the weave before modfication, the weave is dispersed and cannot be sensed by any means. This feat requires a full round action for each level of the weave to be unravelled.
Special: If you fail the Concentration check, consult the Table following.

Weave Level Damage Radius
0 1D6 5'
1 2D6 10'
2 4D6 25'
3 8D6 50'
4 16D6 100'
5 32D6 200'
6 64D6 500'
7+ 100D6+100/ level above 7 1000' +1000/level above 7
Save: REF=Half, MINIMUM 1/2 Damage, special abilities/resistances DO NOT APPLY. Causes fire, implosion, and structure damage as per dice result.

New Weave

StromCall (Lost):
[Air, Water]
Level: 6-12
Casting Time: 1 Minute per level of effect.
Range: Line of Sight
Area: See Text
Duration: See text
Saving Throw: No
Weave Resistance: No

You harness the winds and waters to create a storm. the size and duration of which is dependent on the level of weave used. The time required for the desired effect is also listed. These effects are variable, and can be modifed by one level up or down by adding +1 to the casting level in each category modified. Snow may be substituted for rain, if the time of year and geographic locale is correct, or by adding +2 to casting level.

Level Size Duration Brew Time Effect
6 1-10 miles 10d6 minutes 10 minutes Light to medium rain, wind gusts.
8 11-50 miles 1d6 hours 1 hour medium to heavy rain, wind blows.
10 51-100 miles 1d3 days 1 Day heavy rains to monsoons, roaring winds.
12 100-500 miles 1d6 days 1 Week tornado or 'cemaros'.

Example: A channeler wishes to create a massive blizzard in a city (1-10 mi) during the height of summer, and wants the storm in 10 minutes. The total level of weave is 20.

Clarifications and Errata

* All references in the Wheel of Time Core rules to the 'True Power' are actually references to the One Source, which any channeler may use. The 'True Power' is a reference to the Dark Lord's power, and only one so gifted with the specific feat may use it.

* The Talent CloudDancing is lost to all traditions save the Atha'An Miere, but Foretell Weather is still available to all traditions.

* The weave Fly is lost even to the Forsaken, and should be part of the Cloud Dancing Talent.

* The weave Lightning in the Cloud Dancing Talent should also be a part of the Elementalism Talent.

* A Channeler may only purchase the Multiweave feat to a maximum number equal to the channeler's PWR modifier.

* A Shield may be resisted if it has been tied off on a succesfull Will save against every participant in the weave. If the Shield is being maintained, then the DC is increased by +2 for every channeler holding the shield after the first. If a combination of maintained and tied off weaves is used, each weave that is tied off may be individually resisted, but the channelers maintaining the weave may make a weavesight check at a DC of 15+ the level of the Shield. If the channeler/s maintaining the shield are in a distracting situation, increase the DC by +5.

* The following weaves are incorrectly classed, and should be re-classed : Harness the Wind (Lost)(Atha'An Miere Only); Earth Delving (Lost)(Seanchan only); Earthquake (Lost); Heal the Mind(Rare); Disguise (Rare); Folded Light (Lost); Dream Shielding (Lost- Wise Ones only); Strike of Death (Lost).

--------------------
"...to cut my enemies to pieces, drive them before me, seize their possessions, witness the tears of those who are dear to them and to embrace their wives and daughters!"

----The greatest pleasures in life, according to Temujin, who became Genghiz Khan.

From: Mesa, AZ | Registered: Jul 2002  |  IP: Logged
Eosin_the_Red
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Member # 30113


posted July 26, 2002 11:24 PM      Profile for Eosin_the_Red   Email Eosin_the_Red    Edit/Delete Post
quote:
The weave Fly is lost even to the Forsaken
Anginor flew...read the battle between him and Rand book 1

Nice rules. Well written.

--------------------
Call of the Horn
Visit the Tower Library for the latest version of the WOT RPG FAQ.

From: Norman, OK, USA | Registered: Jun 2001  |  IP: Logged
Daniel Holm
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Member # 85627


posted July 27, 2002 05:12 AM      Profile for Daniel Holm   Email Daniel Holm    Edit/Delete Post
I'm sad to say I disagree with some of those rules.
Harness the Wind, for example. Elayne is capable of using it before she meets Joline, and Joline merely taught her how to use it better.
Moiraine also uses Dream Shielding every night, as does most other Aes Sedai, IIRC.

[ July 27, 2002, 05:12 AM: Message edited by: Daniel Holm ]

--------------------
"Sa souvraya niende misain ye - I am lost in my own mind."
"Dovie'andi se tovia sagain - It's time to roll the dice."
"Sene sovya caba'donde ain dovienya - Luck is a horse to ride like any other."
- Matrim Cauthon,
General of the Band of the Red Hand, Shen an Calhar

Save the Core Paladin Foundation Member 0000037

From: Denmark | Registered: May 2002  |  IP: Logged
Lord Red
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posted July 27, 2002 10:22 AM      Profile for Lord Red   Email Lord Red    Edit/Delete Post
Obviously, special cases will apply, and a "lost" weave may be exclusive to a pc/npc, so simply use discretion and careful management as necessary for game balance.

Any instances within the books of weaves known or not known by individual charachters should be within DM/GM discretion to justify or refuse within their game.

I apologize for any omissions or errors made in reference to main charachters.

I have re-read the exact scene as described in book one, and imo Aginor merely walked on air, a significant difference from actual flight.

There can a great deal of good debate over the use of Air, but imo , after re-reading the scene, Elayne Trakand states her complete shock at the ability of the Windfinder to use such large flows of Air. More than likely, Elayne was used to using a 'Arms of Air' type of weave. Some other mention is made at different points in the novels over the lack of ability the Aes Sedai publicly(to one another) have to affect the weather. A good way to resolve the debate might be to limit the scope of certain traditions use of weaves, as opposed to others.

It was interesting to note the weave Moiraine used against Aginor brfore the archway to the Eye of the World. Very impressive, though futile. This is a classic example of proprietary weaves outside the normal rules framework. Feel free to speculate and debate.

--------------------
"...to cut my enemies to pieces, drive them before me, seize their possessions, witness the tears of those who are dear to them and to embrace their wives and daughters!"

----The greatest pleasures in life, according to Temujin, who became Genghiz Khan.

From: Mesa, AZ | Registered: Jul 2002  |  IP: Logged
Eosin_the_Red
Member
Member # 30113


posted July 27, 2002 11:09 AM      Profile for Eosin_the_Red   Email Eosin_the_Red    Edit/Delete Post
If I had Air Walk to choose from that would also be my choice also.

--------------------
Call of the Horn
Visit the Tower Library for the latest version of the WOT RPG FAQ.

From: Norman, OK, USA | Registered: Jun 2001  |  IP: Logged
Xotli
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Member # 91261



posted July 27, 2002 12:38 PM      Profile for Xotli      Edit/Delete Post
Very good for the most part. I may steal some of this. [Smile]

Here are my specific comments:

quote:
New Attribute:

Strength in the One Power (PWR)

As I mentioned in a previous post, I don't personally care for One Power strength represented as a die roll at the beginning of a character's career. It's a pretty slow advancement, particularly with your rule that you can only add to it every 8th level! I don't think you could possibly represent Rand, or even Egwene or Elayne with that sort of system. The absolute best they could be would be 18 at 1st level, or 20 at 16th level--that's only +5. Not enough IMHO.

quote:
Benefits: You may substitute one element in a weave for another that you have an Affinity in.
I'm not sure a feat that only gives you an advantage for one weave is worth it. OTOH, it certainly couldn't give you an advantage for all weaves, and maybe even all weaves within one Talent would be too much. Not sure what's the best way to balance that one.

quote:
Benefits: You may accomplish a weave that requires an action as a free-action.

Ack! That's way too powerful, IMO. At the very least, consider putting a limit on how many times they can do that in a round (like "quickened powers" in the Psionics Handbook). 'Cause the way you've got it there, technically, a channeler could fire off every weave she knows at you, move 30 feet to reach you, then stab you with a dagger, all before you have a chance to take a single action (if she beat you on initiative).

quote:
* The following weaves are incorrectly classed, and should be re-classed :
I sort of agree with you there, but I would characterize more of them as "rare" rather than "lost"; all of them except possibly strike of death, really. Dream shielding others have already commented on, and isn't folded light what Moiraine casts toward the end of TEOTW, when they camp near Malkier? (Or do you think that was barrier to sight?)

Anyway, very nice overall. I'll definitely be integrating some of that into my system.

On a slightly different tangent, what I really want to see is some rules tweak that solves the problem that you have to take Conjunction as a talent in order to bond a warder. That just doesn't seem logical to me ...

From: Fairfax, VA | Registered: Jun 2002  |  IP: Logged
aoMalandra
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Member # 70086


posted July 27, 2002 01:50 PM      Profile for aoMalandra   Email aoMalandra    Edit/Delete Post
Nice work Lord Red, but WoTC has already done some of this for us. Many of you may not have PotD and so may not be aware of the books best contribution, namely a power rating system. Let me explain how it works.

Add you Int. Mod to Wis. Mod to Cha. Mod and Channeler level (Int+Wis+Cha+Channeler level=Power rating).

Personaly I think this works really well, It takes into account the total character and his/her experience. An average person has stats of 12 all the way done. To me adding the 3 modifiers gives us a characters potential stregnth in the power but its not till you add the experience part that you get the actual power score.

Lets use this to look at stats of the AVERAGE Aes Sedai:

STR. 12 11 12
Dex: 12 10 14
Con: 12 11 12
Int: 12 14 10
Wis: 12 14 12
Cha: 12 11 12
Now let use the above to get their potential and their stregnth in th Power, These are all lvl 7 Channelers.

Pot. +3 +4 +2
PST: +10 +11 +9

The Average 7th Lvl channeler is going to range in potential from 1 to 4 and and an actual power rating ranging from 8 to 11.

Now lets take some heroic channelers at level 3. Stats as above

Str. 10 12 9
Dex: 12 12 14
Con: 13 12 12
Int: 15 12 16
Wis: 16 14 15
Cha: 14 17 14
Poten.+7 +6 +7
PR: +9 +8 +9

As you can see the potential strength of the young heroic channers is vastly more that that of the average ones above. But add 12 lvls to one of the weaker average ones and she is much more powerful that the young one in spite of the fact that the young one has vastly more potential.

So, this system allows us to be able to determine a channelers stregnth without coming up with more stats and its easy and simple. Channelers can size each other up by making weavesight rolls to try to figure out if a channelers is stronger than they are. depending on how well a channeler does on the roll determines how much info the gm gives her. You can uses frases like "you think she's stronger than you" or "you are certain that she is somewhat equal in stregnth to you" Power rating within 3 points of each other whether higher or lower are considered to be roughly equal. If a character succeeds really well in the roll, give her the exact numers so she can know exactly how close or how far apart they are.

You Counter Weave part was also covered in PotD and they also elected to go with the D&D counterweave system where you cast the same weave at or higher lvl to counter it. Personally I don't like this system. In the jordan world if you use a fireball to counter a fireball your simply gonna get 2 fireballs colliding. I prefer to use Cut Weave as a feat, others use it as a Ward weave. Check out the One Power board for those on going debates and check out Call of The Horn website for various weave cutting systems.

I like some of your feats. Some we've seen before but a couple were new to me. Look around on the boards and Call of the Horn, you'll see whcih one's we've seen and which ones are new. Hold on to the new ones for future netbooks.

Nice Work again, Lord Red

Malandra

Registered: Mar 2002  |  IP: Logged


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