d20 Capatibility/Wheel of Time in D&D

From WotC's point of view, however, what's the point? WoT is designed to be a standalone game. Granted not everyone uses it that way, but that's how it's designed.
 

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It is interesting to see some of the questions. Why can't/don't WoT or Star Wars or CoC mesh well with D&D? I don't think they are intended to -mesh- otherwise they could have included a page of terms in the PHB and said "use these terms if you want to play in XXXX"

They changed some minor rules to simulate world xxxxx. Nothing big, but usually the result is that the classes don't fit well with strait D&D, which is very much its own critter.

For many of the classes it is very easy to tone them down into WoT or Star Wars or CoC, but the reverse is not necessarily true. The Woodsman is the easiest, primarily because so many people do not believe the Ranger is a representation of what they want.

To inflate the Wanderer - you end up with a Rogue. Inflate the Armsman and you end up with a Fighter, Ect....

The real difference is in the systems of magic/force/rituals and how those predominate the effects of gameplay.

The changes are a "dumb down" for entry level players, who these games are aimed at attracting. I do agree that CR could have been included, but then they would have had to explain what it was. Then every week or two someone would post a message here or at WotC with a title of -

"WTF - CR and Challange Code? Which do I use?"

Just like the kagillion posts on Weave Resistance.

Conversion isn't hard - but getting a WoT feel into the Forgotten Realms or GH is impossible. The WoT system is modified/made for games like Birthright.

IMO, YMMV, Not being a chump, ect.., et al, ibid, GOTO.
:D
 


Wolfspider said:


I got the impression that the Armsman was BETTER than the fighter. More skill points, the ability to stack Armor and Defense, etc.

The ability to stack armor and Defense is nice, but consider that there's no magic armor (and virtually no Defense/AC increasing magic items) in WoT, and a 20th-level Fighter will usually have at least 8 points of AC-improving magic, if not more.

The Armsman also has a slightly better ref save (which is really odd, IMO; most classes have worse saves than their D&D counterpart) ... and no bonus feats at levels 2, 8, or 14.
 

The loss of three feats really hampers them. IMO. They do get 2 more skill points at each level (really only one because they do not get the human bonus).

Their bonus 1st level feat is also somewhat dictated.
 

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