Author
|
Topic: Rules
Revisions |
Lord Red
Member Member # 97570
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posted July 26, 2002 10:16 PM
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 |
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Eosin_the_Red
Member Member # 30113
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posted July 26, 2002 11:24 PM
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
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Daniel Holm
Member Member # 85627
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posted July 27, 2002 05:12 AM
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:
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Lord Red
Member Member # 97570
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posted July 27, 2002 10:22 AM
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 |
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Eosin_the_Red
Member Member # 30113
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posted July 27, 2002 11:09 AM
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
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Xotli
Member Member # 91261
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posted July 27, 2002 12:38 PM
Very good
for the most part. I may steal some of this.
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 |
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aoMalandra
Member Member # 70086
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posted July 27, 2002 01:50 PM
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:
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