Author
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Topic: my
channelling house rules |
torrential
Member Member # 124223
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posted February 01, 2003 10:15 AM
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
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Jan 2003 | IP: Logged
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JosephKell
Member Member # 99447
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posted February 01, 2003 12:30 PM
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
-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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torrential
Member Member # 124223
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posted February 01, 2003 03:17 PM
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.
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JosephKell
Member Member # 99447
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posted February 01, 2003 05:19 PM
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:
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IP: Logged
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torrential
Member Member # 124223
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posted February 01, 2003 07:57 PM
Yeh, we
only count every other point gained via overchannelling.
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