Author
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Topic: concerning
channelers |
jedibane
Member Member # 130061
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posted February 27, 2003 08:28 PM
i recently
bought the wheel of time rpg book from a friend and discovered
one major issue very quickly. the game is far overbalanced to
channelers! now i know that all jedi/ wizards/ mages have
special attributes in other games but this is strait out
overkill.if a girl where to play the game as an wilder she
would rule the game, could kill the other players, and control
all the situations(if the gm allowed it) i personally dont see
why anyone wether male or female wouldent want to be a
channeler! i'm not building a WOT campaign rather im adding
its good attributes to my homemade shishkabob of an rpg(lord
of the rings, D&D, forgotten realms, special homemade
rules, irish myth, and now WOT) but i cant really see the
point in being a non-channeler! i just posted this to give
some GM's something to think about and maybe to make more
penalties to there initiates and wilders(perhaps using the one
power may cause some subdual damage, or perhaps each time they
use the limit or over channel you should take away a certain
amount of experience points or
something!)
-------------------- the jedibane. the
great sith who's intire perpose in life ever since the
hyperspace wars has been to hunt down and kill any jedi he
comes across.
From:
pc | Registered: Feb 2003 | IP: Logged
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Raymond99
Member Member # 113714
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posted February 27, 2003 08:39 PM
You should
read the thread on balance vs. accuracy--some good points
discussed there.
I've got one WoT game going where I
have no channler PCs. Their choice too, and it includes a
female character (a Noble). So, not everyone wants a
channeller (even when the GM points out the benefits of
Healing!).
On the other hand, my other WoT game shows
the downside of being a channeller. The channlers are
instantly targeted by Whitecloaks as soon as they reveal
themselves. Ditto for any other opponent that has ever seen
channelers in battle (and channelers don't have great hit
points). Add Aes Sedai who'll be hard on the wilder, and
damane who'll shield and enslave them, and life can be hard
for a channeller.
Sure they have more raw power, but
it makes 'em targets both on the battlefield and
off.
-------------------- Raymond Medium at
Large
From:
Great Falls MT | Registered: Nov 2002
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Fahkrin
Member Member # 89533
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posted February 28, 2003 12:31 AM
What he
said.
Also, at one point when Asha'man were brought
into battle, they took a small army with them just to defend
themselves. But they did a majority of the killing and
captured suldam and damene. They were brutal!
And unstoppable even without troop support at Dumai's Wells.
From: SF
Bay Area | Registered: Jun 2002 | IP:
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twistedbutsane
Member Member # 117539
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posted February 28, 2003 03:37 AM
My GM has
made sure chanelling doesn't get too out of control, for a
while my Initiates only combat weave was harden air . When I chose the weaves for her I took things that
most Aes Sedai (or Wise Ones etc) have, instead of maxing out
on combat weaves. Arms of air, light, eavesdrop, tool of air,
create fire are not always useful in a battle, also the number
of weaves per day is only replenished after rest so a
canneller can become useless after a series of confrontations,
some do not even carry a knife. Wilders shouldn't have too
much control over what they learn and Aes Sedai don't go about
teaching harmful weaves all that often. With the discovery of
forkroot , the suspicion most people have towards channellers
, the three oaths and whitecloaks the channellers have loads to worry about.
Chanellers who are too free with the fireballs might also find
themselves scrutinised punished (or worse stilled)by other
members of their traditions for being too much of a risk.
Lastly if someone wants to play a channeller to "blow stuff
up" then they are not really in the right game unless they are
playing an Asha'man whose battle lust might be seen as madness
and earn them a cup of poison. The major limitations on
channellers are contextual, males are loathed and hunted the
females are rigidly controlled, along with the other
complications there are a lot of drawbacks to being a
channeller.
-------------------- Buffy: Let me
answer that question with a head butt.
From:
Australia | Registered: Dec 2002 |
IP: Logged
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The Great Gray
Skwid Member Member
# 34606
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posted February 28, 2003 06:05 AM
I have been
playing a male wilder for 5 levels worth of game time. None of
the characters in my party has a clue. My starting talent was
illusion, and I had exactly 0 lethal weaves until this
level.
If you're a male channeler, and you want to stay
alive, you keep yourself hidden as long as you possibly can.
It's a real challenge to RP, but it's tons of fun (IMO). It'll
be even harder now that I've got Elementalism... ![[Devilish]](Wizards_Com Boards concerning channelers_fichiers/diablo.gif)
-------------------- 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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Aerune
Member Member # 70070
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posted February 28, 2003 06:19 AM
I have to
agree a little bit with the original post only because he is
not running the WoT world. A great deal of the balance lies in
what exists in the WoT setting. Asha'man, seanchan, wise ones,
and the white tower. Aes Seadai are bound by the three oaths
and usually treat the other channelers as if they are also.
The white tower is not an enemy any channeler wishes to make.
A wilder caught abusing the one power would be recruted for
training and anyone refusing and abusing the one power would
be stilled or executed. I am playing a 5th level channeler and
the balance so far has been maintained. Even with combat
weaves I don't do that much damage due to saving
throws.
Also in the WoT setting some enemies are very
very difficult to defeat without channeler assistance. Lets
say you have 5 players, they would be very hard pressed to
fight 20 trollocs and one Myrdraal.
A number of
classes don't make sense outside of the WoT setting. Armsmen
get less than fighters, wanderers are better off being bards
or rogues. The only classes that I see as appropriate outside
the setting is Noble or
Woodsman.
-------------------- Communism was good in
theory, but Poptarts...hey Poptarts!
From:
Florida | Registered: Mar 2002 | IP:
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