Volaran and I were talking about it, and we've come to the conclusion that a Wheel of Time game would probably fit the best as an E6 game, with the channeling continuing with feats after 6th level, etc.
It keeps the mundane much more mundane, without having to spread a bunch of bonuses across 20 levels.
Speaking as an E6 fan, and GM of an ongoing E6 campaign, I don't think so. Not and having it fit the books. There are issues, and you raise great points, but my conclusion from those points is that it's a low-magic system (ie: Defense score rather than item bonuses) with powerful casters, but that it still needs all 20 levels for those casters. (sort of an Ars Magica situation, actually)
E6 is a solution for D&D, which has powerful Mundanes at low level but loses consistency at higher levels (well, actually it just becomes a different game than low-level play, so you need to use different arenas for the characters, and different expectations in order to have fun). It's not balanced, as casters are lower powered than melee combatants.
What it is, though, is grounded in reality: jump checks won't vault a character over a castle wall, and swords through the brain *will* kill you.
I think the casting system would need to change dramatically to allow for channelers at 6th level to gain access to a level higher of spells without changing the math (DCs, etc.) and I don't know if it would be good.
However, you're right about dumb higher level bonuses and empty levels for Mundanes. I've been thinking about it, and I'd rather scour 3e and PF (and Saga) for traits to give the classes in WoT in a Pathfinder-esque way. They are fine, in essence and in division of roles; but they need more stuff to be interesting. Mundanes will never match casters in any high-level game; but they should have more going for them than +4 initiative once or twice!
pawsplay said:
I would assume high defense for heavy armor fighters, medium for everyone else. Low would be for a hypothetical caster, non-fighter, which you wouldn't be porting over.
Here I disagree:
1) The low Defense bonuses for Armsman are to counter their use of heavy armor. I'd rather give them Medium Defense bonus, and give High to the non-armor melee classes (aiel warrior... can't remember the proper name; and Woodsman).
2) Freeform Magic Systems: Hrm... I could see something like Monte Cook's World of Darkness mage casting system coming in here, though that's also mega-powered. I like the casting system as is, really, in that it captures the flavour of the books (as I remember them).
I would change the level requirement for Warder big time, however. No way it's a 5th level spell! 3rd level, I think, would do fine; unless Aes Sedai don't learn that weave at a much higher level, and there are loads more high level characters in the setting than in other games. E6 concepts included, it's a pretty common weave, and it means a Warder PC must have a high level mentor dragging them around, instead of a fellow, at-level PC.
I think maybe just giving more feats to the Armsman (as a counter to the Initiate) and more skills/traits for the others should do it.
The campaign will be more E6 if only because there's virtually no magic items in the game: everyone stays pretty much "human" or heroic tier throughout, excepting the more powerful Channelers (ie: Rand and the Forsaken).
This, in fact, has got me thinking about a comparison with Star Wars Saga Edition in general. The soldier, scout, scoundrel, noble and caster! The defense bonus is 1/2 level (or should be), and is there because there will not be any item bonuses to AC (and Saves) at any point in the system.
The lack of save bonuses is a bit disturbing, actually, at higher levels. I think a higher save rate may be called for, but I'll do the math for the Weaves at higher levels before I'm sure.
So yeah: do I want to Pathfinderize WoT; or maybe WoT-ize Pathfinder classes (add Defense, etc.)...?