Wheel of Time RPG


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Son_of_Thunder said:
Thanks, I'll check it out when I find a book. Without knowing what the channeler in the book does, what does yours do better?

The basic problems are that a wilder gains new weave levels too fast (it's supposed to model the novels to an extent, but while the game sometimes makes decisions in favor of game balance over attempting to match the novels, they really blew this one), blocks are too easy to get rid of, and in general the mechanics vastly underrate the disadvantages of being a wilder and the advantages of being formally trained. Also that by-the-book initiate/wilder multiclassing is so broken that your will save to resist powergaming has to be extremely high to avoid doing it.

What mine does better, most importantly, is saying that everyone that uses the one power has the same core class, and gives that class a bit more flexibility.
 

I love the game, but I can't believe the prices are going that way...When WotC was closing, the books went on clearance for $5. The prices I'm seeing now are about $35, but with a bit of searching you should be able to find it for less. Going to Gencon? Sometimes you can get a really great deal there.

I've been playing in a Wot Campaign for a while now, and we've come up with quite a few house rules. That being said, the house rules are more oriented to making the game more in line with the books, not making them balanced.
 

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