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Hardcover The Wheel of Time Roleplaying Game Book

ISBN: 0786919965

ISBN13: 9780786919963

The Wheel of Time Roleplaying Game

Explains how to play the Wheel of Time roleplaying game, discussing abilities, backgrounds, classes, skills, feats, heroic characteristics, equipment, combat, encounters, the One Power, and geographic... This description may be from another edition of this product.

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Format: Hardcover

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Customer Reviews

5 ratings

Play D & D in Randland, and have a blast doing so!

As you've probably already guessed by now, this book is not a new or unique role-playing system. It is essentially Dungeons & Dragons 3rd edition republished as a Wheel of Time product - the rules are the same (except for the magic system), and in fact several sections are lifted word for word from the D & D core rulebooks, in some rare cases causing a discrepancy in the rules (for example, the rules mention a weapon that is not described in the book).That said, I am almost completely satisfied with this product. All the information you need is here, from basic rules to GM-ing tips to monsters to a description of the Wheel of Time universe (although I found parts of that to be a bit lacking, so if I were to run a large campaign instead of the pre-included adventure I would have to do some additional research from the books). As was stated before, the rules are identical to that of D & D 3rd edition (ie the D20 system), so most fantasy gamers should feel right at home here. Those unfamiliar with the D20 system will not be lost, though. This book includes a complete description of the rules so as to stand alone from anything D & D. The one major difference between D & D and WoT the magic system, which is akin to the sorcerers of Dungeons and Dragons - channelers can channel a certain number of weaves (spells) per day, but they do not have to decide on the spells beforehand. However, channelers can 'overchannel', meaning they use a weave that they do not have an available weave slot to cast. Needless to say, this can get dangerous. Everything is incorporated into the magic system, from the use of lost weaves to the use of angreal or sa'angreal to multiple channelers trying to focus their efforts. There are also some minor changes. Characters have a reputation number, representing how famous (or infamous) has become. Although this makes sense, experienced GMs may wish to forgo this mechanic in place of simply role-playing it.The representation of the world through the rules is almost spot on, dealing with the world Rand and company live in now (although playing in other points in history are certainly possible). The selection of race in D & D has become a selection of origin (unless, of course, you plan on playing an ogier), and all of the traits gained from this selection are more or less accurate, although the `midlander' origin covers a bit too much ground for my taste. Initially characters can choose only generic classes (although the origins of these classes in the book can clearly be seen), but characters can later change into prestige classes (another concept any D & D player should be familiar with) which more closely define their place in the world, from becoming a full-fledged Aes Sedai (and thus being bound by the Three Oaths) to joining to ranks of the Whitecloaks. . Player characters can gain access to any of the lost abilities that some of our heroes in Randland have through the use of feats, and all of these feats are

Fantastically put together!

I haven't found anything about this book that I dislike yet. I've been playing the d20 system for about a year now and rping for about 13 years total and I've never come across 1 book this organized and easy to move around. Even the character sheet was put together pretty well. And I always feel the need to remake that or find one someone else remade.Also, having read the Wheel of Time series twice, I was worried how they would adapt the series to rp. And I think they did it very intelligently. I can see why it has Robert Jordan's stamp of approval. It certainly has mine.

Prepare to be Amazed

The Wheel of Time Roleplaying Game is based upon the science-fantasy series of the same name by Robert Jordan... If you are a fan of Jordan's series you need little else to modivate you... your dream has come true.Regular players of the d20 system may need more convincing.This MONSTROUS 317 page hardback has everything a fan of the WoT could ask for and does it for the only SLIGHTLY painful price (...).It is all here... and condensed for immediate play. This rule book contains all the rules you need in one place (hence the size and cost increase)... no need for a player's handbook, monster manual or Dungeon Master's Guide.Presented are the myriad human cultures of the WoT presented in great and loving detail and the Ogier are also presented as a player race. Core classes for the players capture the feel of the setting and whet your appitite for the prestige classes to follow (I mean, REALLY, you didn't think you were going to START play as an Asha'man, Aes Sedai, Warder or Wolfbrother did you?).Fear not, from Asha'man to Gleeman to Thief-Taker, all of the concept of the WoT series are handled with reverance for the author's design and the d20 multi-classing methodology helps to frame the character concepts well... New feats (including lost arts like dream-walking) are presented along-side those from the PHB.Channelling and the One source are well defined and structured and some "Weaves" are labelled "LOST" for the players (like the Heroes of the Novels) to discover (Balefire anyone?).Topping off this excellent product are sections on running the game and faithful interpretations of the exotic monsters of the settings...Those who want to see their favorite character's stats will NOT be disappointed as the heroes of the tale (and some of the villians) are given the star treatment... Finally, and I can not express this enough, the artwork on this piece is GORGEOUS... it is a delight to the eye and fits beautifully within the framework of the book's layout (which is also quite beautiful).Fan of the WoT or not, this product is a big win for d20 system.

Best Book-Game Conversion

I went out and bought the Wheel of Time rpg today. What is the Wheel of Time you ask? It's a series of books(they're up to book 9) written by Robert Jordan. If you've never read them, I highly reccomned it. The series is incredibly addicting. I've re-read the series at least 4 times already and thinking about re-reading it again (Eye of the World-Bk 1). After my first read through I must say that I am impressed. The people at Wizards of the Coast did an incredibly good job at capturing the flavor of Robert Jordan's world. All the classes, skills and such match perfectly with the books. Being a d20 product, everything runs pretty much like Dungeons and Dragons (no surprise there). The major diference between this and DnD is how they dealt with using the One Power (magic). Again, I'm impressed. The use of the One Power would have had to be, in my opinion, the toughest thing about translating the books into a game but they did a great job. The rules in general seem a little daunting at first but after reading them a couple of times, it makes total sense.A possible complaint people might have with the rpg book (besides the cover) is the price. I agree it's a hefty price tag for 300+ pages; however, I can honestly tell you that even though it's pricey, you defenitely get an extremely well made game system. This is one of, if not the best, book-game conversion I have ever seen and if you've ever read the Wheel of Time series, you know that is no easy task.

This book is great

My group has been running a 2nd ED. D & D champaign in the Wheel of Time world for over 5 years. We resisted the urge to convert to 3rd Ed. and I'm glad we waited. This book has everything you need to run a campaign in the Wheel of Time world. The magic system is easy to understand and the character class are good at protraying the characters from the book. The artwork is beautiful, and the book is laid out in an easy to follow format. My group and I are all ready to play, except we now have to worry about tougher Fades and Trollocs.
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