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Can you Pathfinderize Wheel of Time d20?
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<blockquote data-quote="Kaisoku" data-source="post: 5524344" data-attributes="member: 58447"><p>Ah, I can't get direct access to my old stuff (on an old broken laptop with raid0 drives, so nearly impossible to recover on my own), but after checking the Wheel of Time Wiki, I found what was missing from the d20 rules: Unweaving and Inverting.</p><p></p><p>With Unweaving, because of the description (the strands getting slippery, failure can mean snapping into place in a random/dangerous weave), it really, really felt better as a skill check type of thing.</p><p></p><p>Which led me to thinking that the game was kind of missing an "Intelligence" aspect to it. No real "focus" Intelligence (class-wise really, just a few extra slots on the Initiate really).</p><p></p><p>So it led me to move over a few things to an Int-based "channeling" check:</p><p></p><p>- <strong>Unweaving:</strong> Treated similar to disable device in manner of use (failure by too much = kaboom).</p><p>- <strong>Tie Off:</strong> The current feat sets the time to one thing dependant on level, while in the books the channelers could put small or large tie offs (for longer or shorter durations), that could also be picked apart if someone was good at it (likely another use of unweaving). This check could set the duration and DC for the tied off weave.</p><p>- <strong>Inverting:</strong> This makes your weave invisible even while active. This should likely work as a set DC based on the difficulty of the weave (so that someone doesn't just run along and invert everything they do).</p><p>- Learning a weave that you see (active, or residual).</p><p></p><p>Now, allow a feat that grants bonuses to specific checks, and you can have your "not so bright, but still talented" channeler doing some of these things easily.</p><p></p><p>It also made sense that the Initiate would be better at doing these things (with having some reason for Int), as it's more of a classically trained type of thing.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 5524344, member: 58447"] Ah, I can't get direct access to my old stuff (on an old broken laptop with raid0 drives, so nearly impossible to recover on my own), but after checking the Wheel of Time Wiki, I found what was missing from the d20 rules: Unweaving and Inverting. With Unweaving, because of the description (the strands getting slippery, failure can mean snapping into place in a random/dangerous weave), it really, really felt better as a skill check type of thing. Which led me to thinking that the game was kind of missing an "Intelligence" aspect to it. No real "focus" Intelligence (class-wise really, just a few extra slots on the Initiate really). So it led me to move over a few things to an Int-based "channeling" check: - [B]Unweaving:[/B] Treated similar to disable device in manner of use (failure by too much = kaboom). - [B]Tie Off:[/B] The current feat sets the time to one thing dependant on level, while in the books the channelers could put small or large tie offs (for longer or shorter durations), that could also be picked apart if someone was good at it (likely another use of unweaving). This check could set the duration and DC for the tied off weave. - [B]Inverting:[/B] This makes your weave invisible even while active. This should likely work as a set DC based on the difficulty of the weave (so that someone doesn't just run along and invert everything they do). - Learning a weave that you see (active, or residual). Now, allow a feat that grants bonuses to specific checks, and you can have your "not so bright, but still talented" channeler doing some of these things easily. It also made sense that the Initiate would be better at doing these things (with having some reason for Int), as it's more of a classically trained type of thing. [/QUOTE]
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Can you Pathfinderize Wheel of Time d20?
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