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Can you Pathfinderize Wheel of Time d20?
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<blockquote data-quote="Kaisoku" data-source="post: 5521047" data-attributes="member: 58447"><p>I was going to commment on that, but you beat me to it. It really does have a 2e feel to the classes.</p><p></p><p>Some Thoughts:</p><p></p><p>- There are those that learned how to channel, and others who were born with the ability to touch the one power whether they wanted to or not.</p><p>This, to me, makes me feel like there's room for two things: classes for learning/expanding the ability, and some other "born with this" effect.</p><p>My friend and I were thinking a feat, but you could pick it at first level instead of your traits.</p><p></p><p>- With the above in mind, other "born with it abilities" come to mind: Min's Ta'veren seeing ability (and thus channeler seeing), Wolf brothers, Sniffers, Dreamers, Foretellers, and people with strong ties to their past lives (Old Blood). All these things could be something that was picked up in replacement of the starting traits.</p><p></p><p>- While there isn't much in the way of magical items, a "Sword made by the One Power" could be considered an option, as long as it's limited to non-flashy bonuses (enhancement bonuses, Keen, bane dark one's minions, etc).</p><p>Matt's staff, the horn of valere, the amulet that stops the one power and hurts the grey men (likely an anti-magic amulet that protects against channeling, and hurts one power -infused -created creatures). The bowl that controls weather, etc.</p><p></p><p>- E6 keeping skill checks and attack rolls into the realm of the mundane (without the one power created equipment) is exactly the reason for keeping things down at this level.</p><p>If allowed to go to 20 levels, then the player expectation of the mundane character getting into non-mundane effects with his skills is necessary.</p><p></p><p>You'll have to decide: are the players playing the main characters? or are they playing someone on the sidelines, or before the epic events of the current era?</p><p></p><p>- Channeling will definitely still need to increase beyond 6th level, however it can be done with the added feats gained after 6th. This gives the higher "spellcasting", without going into higher DCs, higher saves, or skills or attack, etc.</p><p></p><p>A "high powered" channeler, unless trained for combat, shouldn't have amazing BAB, no matter what level. Having even a 10th level channeler having the ability to fight better than a 1st level soldier, breaks some concepts in the game.</p><p></p><p>The option to increase channeling outside of class levels should exist. This also gives the option of having combat or rogue trained players that gain channeling. Some of the Forsaken were better at fighting than the level of channeling most of the rest of them had. Some initiates (those that had to learn how to use the one power) had come from some rogue-like backgrounds.</p><p></p><p></p><p>Just some food for thought.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 5521047, member: 58447"] I was going to commment on that, but you beat me to it. It really does have a 2e feel to the classes. Some Thoughts: - There are those that learned how to channel, and others who were born with the ability to touch the one power whether they wanted to or not. This, to me, makes me feel like there's room for two things: classes for learning/expanding the ability, and some other "born with this" effect. My friend and I were thinking a feat, but you could pick it at first level instead of your traits. - With the above in mind, other "born with it abilities" come to mind: Min's Ta'veren seeing ability (and thus channeler seeing), Wolf brothers, Sniffers, Dreamers, Foretellers, and people with strong ties to their past lives (Old Blood). All these things could be something that was picked up in replacement of the starting traits. - While there isn't much in the way of magical items, a "Sword made by the One Power" could be considered an option, as long as it's limited to non-flashy bonuses (enhancement bonuses, Keen, bane dark one's minions, etc). Matt's staff, the horn of valere, the amulet that stops the one power and hurts the grey men (likely an anti-magic amulet that protects against channeling, and hurts one power -infused -created creatures). The bowl that controls weather, etc. - E6 keeping skill checks and attack rolls into the realm of the mundane (without the one power created equipment) is exactly the reason for keeping things down at this level. If allowed to go to 20 levels, then the player expectation of the mundane character getting into non-mundane effects with his skills is necessary. You'll have to decide: are the players playing the main characters? or are they playing someone on the sidelines, or before the epic events of the current era? - Channeling will definitely still need to increase beyond 6th level, however it can be done with the added feats gained after 6th. This gives the higher "spellcasting", without going into higher DCs, higher saves, or skills or attack, etc. A "high powered" channeler, unless trained for combat, shouldn't have amazing BAB, no matter what level. Having even a 10th level channeler having the ability to fight better than a 1st level soldier, breaks some concepts in the game. The option to increase channeling outside of class levels should exist. This also gives the option of having combat or rogue trained players that gain channeling. Some of the Forsaken were better at fighting than the level of channeling most of the rest of them had. Some initiates (those that had to learn how to use the one power) had come from some rogue-like backgrounds. Just some food for thought. [/QUOTE]
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