The Wheel of Time Roleplaying Game (d20 3.0 Fantasy Roleplaying) | Charles Ryan, Ross Isaacs, ... | ?
books:
The Wheel of Time ...
The Wheel of Time Roleplaying Game (d20 3.0 Fantasy Roleplaying)
Charles Ryan
,
Ross Isaacs
, ...
Wizards of the Coast
, 2001 - 320 pages
average customer review:
based on 28 reviews
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highly recommended
The
Wheel
Turns and New Legends are Born
As the Third Age unfolds, the tales of many heroes will be woven into the Great Pattern. While those stories have yet to be written, your part in them is unmistakable. Whether a Maiden of the Spear or a Hunter for the Horn, Aes Sedai or Asha'man, you are destined to join the struggle against Trollocs, Darkfriends, the Forsaken, and countless other evils revealed by the turning of the Wheel.
From the Aryth Ocean to the Aiel Waste, the entire Wheel of
Time
series is covered in this complete, self-contained
d20
System
roleplaying
game
approved by Robert Jordan. This single volume contains statistics for all the major characters, a unique system for channeling the One Power, feats, prestige classes, and everything else you'll need to make your visions become reality in Robert Jordan's world of epic
fantasy
.
Take your place in the legends that have yet to be told.
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I hate 3rd edition, but love this!
I've been playing D&D 2nd edition since I was 12 yr's old. I didn't (and still don't) like 3rd edition. I bought this book because I was seduced by the books and I flipped out and NEEDED to RP in the WOT world.
They list all the hero's but what about the Forsaken? How do you make those terangreal's? (prob. spelled that wrong)
Despite these little problems, I HATED 3rd edition, and this book has converted me. I am a 3rd edition Mormon...now! So, if this book can change how I feel, you 3rd freaks and WOT freaks will love this!
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?
I'm not sure if this is a
game
or a book... If it's a game, why does it say hardcover 320 pages or whatever it was. And if it's a book, or guide of some type, where can I get the game?
I love the game...only
I love this
game
, Read all the books and am a huge fan of this world. The game truly lets u move around in this world (with a good GM that knows his stuff). The rules are clear, characters are very accurate, which gives the overall view an authentic
Wheel
of
time
feeling. Only one thing tht pretty much bothers me. There are absolutely no rules in the book about creating ter'angreals or anything in that direction, where players should be able to do so (or DM's). Cause of this I give it a 4 star rating instead of a 5 star rating.
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Now that is prestige
I really enjoyed the flavor of this campaign setting. I am a fan of the books, even if they do drag on a bit later in the series. I have little intention of playing in robert Jordan's world, but the ideas this book presents make it a valuble addition to my library.
The two best ideas in the book are charater creation and presitge classes.
The Prestige classes are not just a collection of powers, they form sociteies which dominate the world. This is what these classes should be. That said some are unnessarly difficult to get into (4 ranks in balance ???) but they are essential to society and most characters will aim to join these elite groups.
The character creation process is lovely, requiring the human's free starting feat to be dependant on the area of the world where they grew up. Additionally each reason has favored skills that are treated as class skills. These add real impact to a charaters personality.
The
game
uses new classes well designed to fit with the setting, nobles who have bard like inspiration and favors to call in.
Both trained and wild channlers and wanderers instead of thieves.
The world itself lends to low magic campaigns, with any magic item (i.e. ter'angreal & angreal) being very rare and monsters so rare they are considered imaginary. The book lists the main charaters stats of course, which make intresting reading. The city and country descriptions are well detailed and full of flavor. The channeling magic system is complex and limited at the same
time
, and while it works well with the books I am uncertain how it would play. My primary irritation with the book is the amount of reprinted material from the core rule books, such as feats, skills and combat rules.
While low magic is stressed the PC's could become movers and shakers of the world's politics. If I was to run a campaign it would avoid the dragon reborn, mabey by 300 years, and the book gives a few guidelines for playing in other times.
The channeling magic system is complex and limited at the same time, and while it works well with the flavor of the books I am uncertain how it would play. A comprensive list of each weaves would have been nice. There are 52 total, 15 are lost (only known by forsaken or dragon reborn)
Overall The
Wheel
of Time is a good source book for ideas and methods, but has the flaws of any game based on a book.
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not bad
It's got a fantastic
game
engine, unfortunately it came out in a bad year and it was eclipsed by the release of a couple of other games.
It also doesn't really work that well for roleplayers, insofar that there are characters in the game which can 'channel' and shouldn't be able to.
(...)
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