Nice, youre not out in California are you? --- [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > On 12/22/06, Erik Holmes <[EMAIL PROTECTED]> wrote: > > > I was just wondering if anyone has written up Robert Jordan's Wheel of > > > Time in GURPS 4E? Specifically, rules for channelers and casting > > > weaves... > > > > > > I know WotC did a d20 Wheel of Time book, I actually ran a campaign > > > using those rules a couple years back. They are okay, but a little of > > > the clunky side. I was thinking of starting up a new campaign but > > > using the GURPS rules instead. > > > > I actually ran a GURPS Wheel of Time game using GURPS about a year and a > > half ago but I used 3e > > instead of 4e. I think that the Wheel of Time converts pretty easily over > > to GURPS. Blade masters > > like Rand and some of the warders are just weapons masters with the forms > > as maneuvers. > > > > Channeling I thought was pretty easy to convert over, just keep in mind > > that it is really powerful > > and non channelers are going to have a hard time keeping up unless they > > have their own special > > abilities like Perrin and Matt. > > > > I think it's a lot easier to capture the feel of the books by letting > > magery go from 1-10. Rand > > (and probably no one else) would have a 10 Magery. I'd say the average > > magery would run between > > 1-3 like normal with someone like Egwene maybe around 5 and Nynaeve 8. > > > > I really didn't feel the need to come up with custom spells except for a > > few of the spells Rand > > uses in the later books. I did make one big change to the magic (and this > > really made the game > > high powered, but then again, I think the books ARE high powered. Read the > > last book if you have > > any doubts about how powerful they are. I think Rand kills something like > > 500,000 Trollics in less > > then an hour in that book). Anyway, the change I made was that saidin and > > saidar allowed a > > character to tap into as much energy as they could control whenever they > > wanted. The mechanics > > that I used for this was that a channeler could always tap into however > > much energy they could > > control as if casting the Draw Power spell. > > > > Obviously this was very, very powerful but I think it represents the books > > pretty well. > > > > Are you thinking of doing a game online or face to face? > > Most likely as a face-to-face game. I haven't had too much luck > running online games... both PBeM/PBpost and online chat-base. I'm > fortunate to have a gaming shop just a mile from my house, with a > regular group of gamers that are willing to try just about anything. > > > -- > Chris J. Whitcomb > "I try to keep an open mind, but my brain keep falling out!" > _______________________________________________ > GurpsNet-L mailing list <[email protected]> > http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
"I didn't spend all those years playing D&D and not learn a little something about courage." -Some Dork, The X-Files Erik Holmes [EMAIL PROTECTED] AIM: ErikHolmes & Erickh0510 ICQ: 2593395 MSN: [EMAIL PROTECTED] Y!: [EMAIL PROTECTED] __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
