Wheel of Time

Broken Fang

First Post
Is anyone playing this? How is it? How do channelers compare to conventional 3rd ed spell casters? Please fill me in on any thing you have noticed that is different from 3rd ed. Thanks.
 

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I'm playing it, sorta. Some modifications...

1) I've dropped the madness for men rule. Instead, all wilders have madness, to reflect the lack of training to let their brain handle the "alien" energies.

2) I've dropped Ogire, Myrdrall, Trollock, etc

3) I've added Dwarves, Elves, Halflings, and Gnomes.

4) I'm using the additional rules from the netbook that just got released

The result? I've got a great system for DnD... better than the core 3E IMHO...

I love the WoT system... the Defence rating, the casting, the "lost" feats, the low magic setting, etc. Love it, love it, love it.

As for how casters stack up? I'd say... probably about the same. In some ways more powerful than the original, in some ways less.

It's very compact, too... It all fits in one book, instead of three :D Granted, that's not with a full MM for it or anything, but...

As for whats different? Well, besides the obvious, I'm finding my characters are more willing to put style before pure stats now... since it's not always suicide. I've got a fighter-type who wears only his clothes, no heavy armour, for example... and a totaly-defensive mage.
 
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I believe the defence rating was added to maken armour less necessary than in standard D&D, becaus most of the characters tend to wear little to no armour, except when facing battle.
Are your players wearing less armour than in a standard D&D game?
 

We haven't yet started the game...made characters Wed. night and start on Sat. So far the party has:

female spear using class/wilder (3/4)
female armsman/warder (6/1)
male woodsman/armsman/wolf brother (not sure on levels)
male initiate/ashiman (6/1) or wilder (7)

So far nobody is wearing any form of heavy armor.

---------Channeling Questions-----------

How useful is the Wilder's ability to cross-weave 0, 1, 2 level weaves (are there a number of good low level weaves for this to be used)?

How many really good (non lost) talents are there...and what are they?

Which affinities would you choose and in what order?
 

Oh yeah, one other change in my Fantasy Wheel of Time (ok,that's sorta redundant, but you know what I mean...) game: Algadawhatsamacallits can focus on any weapon, not just spears.

Anyhow.

Usefullness of cross-channeling for wilders: Very nice. Makes them a lot more flexible. I see it more as "No body has ever told them that it's impossible, so they don't see why it should be", than being more flexible... otherwise I can't see why Initiates couldn't eventualy learn the trick.

I generaly go Fire, Spirit, Earth, Air, Water... Fire gives you immidiate access to combat-oriented magic, if your campaign has much combat... And Spirit is a door to so many magics that I make it a point to take early on. If I was in a game that didn't have much combat, I would probably go Spirit, Earth, Air, Fire, Water.
 

We are pretty much going by the book so as a male I have to take Fire, Earth, and Spirit before any others. What would you suggest? I'm looking for good general uses of weaves not just combat.
 

If you don't anticipate being terribly vital in any combats early on, Spirit. It's used in so many spells that it's very handy to have.
 

So, basically, Tsyr is NOT playing Wheel of Time, but rather D&D with the Wheel of Time rules system.

Now, if you wanted to know how the game played in the Wheel of Time world, then I'll tell you. I think it does a very good job; some of the mechanics are a little strange, but overall it is a nice and accurate representation of the novels. I played in a campaign all summer and thoroughly enjoyed it, and all the players did too.
 

A channeling question:

If you have all the affinities to cast a weave, the weave level is reduced by one. So a 3rd level becomes a 2nd. If I am a Wilder (can cross-weave up to 2nd level) and have a weave that can be cast at 3rd, but I have all the affinities can I cast it?

Same with overchanneling. Say I'm out of spells...have a 3rd level that you have all the affinities for could you overchannel it as a 2nd.
 

Broken Fang -

1 Yes

2 Yes

Affinites lower the level of the weave - not the effective level.


Wilder Abilites Rock - but they are outstriped by the Initiates mega feats fairly quickly.

There are some broken weaves from a "die - no save" perspective, but they are like that in the books. Arms of Air or Harden Air being some of the worst offenders. I play a what is good for the goose is good for the gander - all none channeling players and even some channelers decided it really wasn't worth it. :D
 

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