Balancing D&D vs. WoT magic

Ciaran

First Post
Hey there!

My DM is designing a new game world for an upcoming campaign, and he's considering using the magic system from the Wheel of Time RPG for a sorcerer-type class. Wizards will still be using the D&D magic system with a few modifications.

Since we don't know how this will work out, we'd like to ask whether anyone else has tried such a thing and how it's worked out. Even if you haven't actually done this, any advice or suggestions you might have would be very helpful. Thanks in advance!

- Eric
 

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Bhaal said:
You or your DM have seen this, right? It should be at your local game store, and does a relatively decent job while at the same time not making a character who can channel a hair decimate any non-channeling opponent :).

http://www.wizards.com/catalog/product.asp?WTC11996

Uh. Yeah.

I think what the original poster wanted was a way to balance said Wheel of Time book's channeling to traditional D&D spellcasting...

I am having a hard enough time thinking of how to balance CoC magic against normal magic, but let me give the Wheel of Time thing a shot and get back to you, Ciaran.
 

Smilin' Kamard's Steps To Makin' the Channelin' System and Classes balanced vs. D&D Mages and Sorcerors

(while simultaneous de-Wheel of Timing the system)

Rule 1. Get rid of the male vs. female presumptions. Males don't go crazy, and either sex can take affinity in any of the five affinities. If you don't like this rule, don't play by it.

Rule 2. Reverse the Initiate and Wilder's hit dice. (Init gets d6, Wild gets d4). Otherwise, the Wilder is a tank compared to the initiate.

Rule 3. Make more spells, and reflavour the Talents.

Rule 4. Reread what the original poster actually wanted. Doh!

If you are just going to use one class and call it "sorceror" use the Wilder. Get rid of their wonky mid-grade Fort save and make it a poor save. Replace the Hit Dice with the d4, as suggested previously.

On the Composure check to overcome the "Block": If caster is initially unable to beat the DC 15, increase it by +2 every time they try. This simulates the effect that if you originally can't call the right mood, it is harder to do it each time you try later. Any jokes about night-time activities go here.
 

Otherwise, I think the classes might be pretty balanced. Channeling types have few attack spells, and a bit of healing. They are like a utility mage duct taped to a cleric, but not as good as either really. The only thing they have going for them is overchanneling.
 



How to use Channeling in a game set somewhere other than the Wheel of Time.

This is a set of modifications to the channeling system to allow its use in other game worlds, in order to use these modifications you will need to buy the book. Individual GM’s might want to use some of the flavor if so retain the rules you like.
After the basic modifications are done many will want to use spells found in other source material such as the PH, T&B, or R&R.

1) No bonus for gender.
2) All channelers can sense active weaves, but the Feat: Sense Residue is still needed to detect channeling after it has occurred.
3) Combat Casting, Extra Affinity, Extra Talent, Multiweave, Power-Heightened Senses, and Tie Off remain the same.

A) Each game world will need to decide if they have Traditions such as the Aes Sedai or Asha’man or if they will have a mentor-pupil style development for channeling. Most will fall somewhere between the two. Nearly every published setting falls into this middle ground.

B) The five powers existed long before RJ used them in WoT and are fairly integral to use of the channeling system, but you could use others. If a GM wanted a classical D&D style to his game you could have Affinities be evocation, conjuring, summoning, divination, and etcetera. That said you would be creating a lot of problems with balance issues and with the amount of work needed to make the system playable.

C) The Talents give a GM much more latitude to adjust. There is already some strangeness in the published Talents – Earth Delving & Cloud Dancing are each their own talent but Elementalism is a combination of Fire, Air, and Water? It would probably be better to have an Elementalism Talent that included basic weaves from all five Affinities and then have specialized weaves for those who “specialized” by taking the Talent Earth Delving.

Every game is going to have some different stuff in the Talent department; the trick will be to create enough Talents without creating to many Talents.

D) Strange issues.
1) Angreal and Sa’angreal – these work just fine in any game. In standard treasure for D&D they will quickly become somewhat common items. GMs should use their heads and make these somewhat rare items. Remember they effectively increase a channelers level by their power rating, it isn’t really fair to have the Channeler functioning 3-4 levels above the rest of the party. If you would like to see them have more use but be more limited consider giving them charges. A good example of how this could work would be Rod of Metamagic in T&B.
2) Linking – again no real problems with linking. If you have a concise view of your world I would limit the knowledge of linking to a small group. In FR the Red Wizards would be one such group, in GH you might limit it to the Boneheart and the Circle of Eight. You can remove the male/female ratios but I would suggest that you come up with some other limiting factor. The Tattoo focus from the Red Wizards works very well for this.
3) Rare and Lost weaves – is really dependant on campaign setting. If you play in a dark ages campaign it makes good sense that many of the great weaves of lore are no longer available. If the game is set at the time of the battle of Diesmar in BR


I do not think they really mesh well together - the Channeler gets killed in a normal magic game. No buffing spells, no defensive spells, no summoning spells, & weak offensive spells. In WoT this is balanced by everyone but the channelers having crappy saves.
 

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