Wheel of Time Magic

Starman said:
Hmmm...what if the GM randomly determined it at char. creation (or later if the char. multied into a channeling class)?

Starman

... and this one runs counter to the principal that PCs should be able to play what they want to play, within reason. Jane wants to play an Accepted, so the GM rolls her Power stat, and gets a six...
 

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Well, I wasn't imagining 3d6 for the roll.:o

You could have a feat required to channel. When a player took the feat, they would roll 2d4+10 to determine their power score. If they wanted to be a bad@$$ the could take another feat (allowable only at creation or when they multied to a channeler class) that would give +1d4 to their power score.

I'm just throwing out ideas off the top of my head here, so don't stone me if they come out half-baked.:o

Starman
 

Starman said:
Well, I wasn't imagining 3d6 for the roll.:o

You could have a feat required to channel. When a player took the feat, they would roll 2d4+10 to determine their power score. If they wanted to be a bad@$$ the could take another feat (allowable only at creation or when they multied to a channeler class) that would give +1d4 to their power score.

I'm just throwing out ideas off the top of my head here, so don't stone me if they come out half-baked.:o

Starman

Well, that is better than the extra stat idea, or the DM rolling. But it would suck if, after several levels of play, a player, for whatever reason, decides to take their fighter-type character in a different direction, and then has a bad day with the dice, boffing the roll totally...

My thought is that leaving it as is, is probably best - figuring that if the character wasn't meant to be a channeler (i.e. the player didn't give them the stats for it), then they probably shouldn't be very good at it... The whole concept of specialization is built into D20 for a reason - because it is very realistic.

Jack of all trades, master of none...
 
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Even if he "totally boffs" his roll, though, he still ends up with a 12. That's a +1 bonus. This isn't 2nd Ed. where you need a 16 in a stat. Twelve is nothing to sneeze at. Having the roll be 2d4+10 also gives an average of 15, which is +2.

Starman
 

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