The Wheel of Time Roleplaying Game

IronWolf

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This is the complete guide to roleplaying using the world from the bestselling Wheel of Time series. The Wheel of Time roleplaying game contains all the information needed to run a campaign in the Wheel of Time setting. Contents include all necessary prestige classes, spells, variant magical systems, races, magical items, and monsters. This hardcover also contains background information on Robert Jordan's fantasy world--its geography, organizations, conflicts, and history.
 

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The Wheel of Time is, in my opinion, a complex masterwork of a novel series. It also happens to have all the elements of a good campaign: a well-built and intriguing world, a clever and well-thought plot, and lots of well-developed characters.

I was excited when I found out last year that WotC had acquired the license to develop the series. I'd begun playing and enjoying 3E, and I felt that I could trust Wizards to do a thorough job of it.

The waiting period (and all the speculation and fears that went with it) aside, I think the game came out fairly well.

I picked the book up when it first came out, and was... um... impressed by the price. It's hefty at $40, with 317 pages. The production values are high, however. It's in all color, with high-quality paper and good binding--although I've noticed with my book, as well as others, that the front cover tends to warp outward a bit.

The cover art is by Darrell K. Sweet, who did the artwork for all of Robert Jordan's novels, and is laid out to resemble a novel. Inside, the artwork was better-than-average overall. The majority of the pieces are well-thought-out and nicely executed. One artist's work is slightly cartoony; another did an Aes Sedai, a woodsman, a Two Rivers man, and a Whitecloak Questioner who all appear identical; the rest is superb (if you're keeping score, look at the picture of Moiraine Sedai in the Major NPCs section).

I won't go into a great deal of detail about the way d20 was adapted to the Wheel of Time, except to say that d20 was adapted to the setting, not the other way around. The classes work well, and multiclassing is encouraged. My only big gripe is that the Wanderer class is a D&D rogue with a severely hampered sneak attack--but that's because I like rogues. The Background system (a la Forgotten Realms 3E) is an excellent way to differentiate cultures without building new races. Combat is d20 standard, streamlined slightly and explained a bit better than in the D&D Player's Handbook. There are a few new feats, which work well in the setting.

The magic system, about which much of the pre=release debate centered, is very good. I have a LOT of respect for the designers, who took Robert Jordan's descriptions of the way the One Power works and turned it into a flexible, intuitive. balanced RPG magic system.

The book has a lot of satisfying crunchy bits in it, for gamers and fans of the series alike. However, there are a few problems.

Wizards didn't do a very good edit on the book. There are typos all over the place--although not as many as I've seen in some other d20 products--as well as other, more glaring errors. The description of the Heal skill references "the table below", which doesn't exist. Egwene (one of the major novel characters) has a feat which she doesn't have the prerequisites for. The D&D shortspear is called an Aiel spear in the Equipment section, but Aiel warrior characters (Algai d'siswai class) get Weapon Focus with the shortspear. Et cetera, et cetera.

In addition, there are some inconsistencies with the novels that the designers should have caught. As an example, the Bond Warder weave directly contradicts two or three situations that occur in the books.

None of these problems are crippling to the system. Some of them have been corrected in errata, and others can be easily fixed by the GM.
If not for the inconsistencies, I'd be willing to give the Wheel of Time Roleplaying Game a 5--it really is superb. The campaign I'm currently playing in (the reason I waited so long to review) is on its fourth week, and it *feels* like the Wheel of Time. The problems with the book itself drop it down a point, for an overall score of 4.

I'd recommend the book to anyone who has any interest in playing a setting where magic is rare and powerful, and where adventurers battle not hungry monsters but human bandits, warring armies, and scheming merchants.

For fans of the Wheel of Time who aren't gamers (although none of them will ever read this), I'd recommend picking it up as a novelty, and maybe looking around your local college for a game starting up soon.

For gamers who are WoT fans, what are you doing still sitting there? Go buy the book.
 

When you first see the Wheel of Time, you can't help but notice that it's physically impressive. It's a large hard cover book with an eye-catching color cover. Not eye-catching in the Avalanche Press sense, no lingerie model sprawled provocatively, but colorful and well detailed, and by the same guy who does Wheel of Time novels and many other fantasy books (Darrell K. Sweet), who has his own unique style. The 318 inside pages are also in fairly vivid color (better than the somewhat grey and murkey color of the D&D core books, not to mention the awful artwork in them), and on pretty decent paper, which makes this by far the heftiest d20 book I own. Unfortunately, all this impressiveness comes with a hefty price tag of $40. But, with the price of the core books moving to $30, it's a good deal in comparison.

As to the contents of the book, in many ways, it's a combination of the D&D PHB, DMG, and MM. Only modified to fit the world desribed in Jordan's books. (As a note, while I've read most of them, I'm not a hard core fan, and quite honestly, I've lost track of the series in the last year or two)

The first 8 chapters are basically the same as that of the PHB. The only exception is that Chapter 2 is backgrounds instead of races, but the spirit is largely the same. Basically, the player has two choices - human, and Ogier, which is sort of like a smart Ogre. Because humans are so common, there are a number of different background cultures, which the player picks and is used to help pick the characters starting feats, skills, languages and such. There's also a large number of background feats, which are pretty useful. Too bad they're not open content, though in practice they are more or less skill focus feats.

Chapter 3 is classes, just like the PHB, but the classes are quite different. There is the Algai'd'siswai, Armsman, Initiate, Noble, Wanderer, Wilder, and Woodsman. The Algai'd'siswai is a mouthful to both say & write (I bet Jordan has a macro for it), but is basically an Aiel fighter (the Aiel, for those not familiar with the books, are a culture of desert warriors. Very tough fighters who use spears). Quite honestly, I think this should have been a prestige class.

The other classes are more normal. Armsman is a fighter, more or less, the Initiate is a basic magic using class, the Noble is something of an upgraded Aristocrat, the Wanderer is more or less a Rogue, the Wilder is a magic using class that hasn't had proper instruction, and the Woodsman is like a magic-less Ranger.

Class are like D&D classes, but with two twists. Classes now had two more stats - "Defensive Bonus" and "Reputation". Defensive bonus gives the character a bonus to it's armor class when not using armor. Pretty much like how a Monk's armor class works. Presumably this was added because almost no one in the WOT books seems to wear armor. Reputation is pretty much just like another ability score, only representing how famous the character is. They also feature a slightly different save progression style, instead of Great or Poor, there is something of a middle ground (like in Deadlands d20).

Chapter 4, skills, is pretty much the same as in the PHB, only with 3 skills for magic using characters (or Channelers). Chapter 5, feats, is again more or less the same, only with feats for magic. Chapter 6 is again more or less like the PHB chapter 6, and so on and so on until chapter 9, magic. (Combat is also more or less the same, only a bit simpler - no Attacks of Opportunity)

Magic in the Wheel of Time is a bit hard to explain, but basically magic users channel the magical force through their bodies to do things. There are 5 different types of magic forces, and spells are called 'weaves', because they weave the various magical force into patterns to cause spells.

Just how it works is not the easiest thing to explain. It's almost like how a sorcerer cast spells in regular d20, only weaves can have varying spell levels. And the character knows them in groups (called Talents) instead of just one at a time.


Chapter 10 is like the first part of the DMG. You get tips, info on how to DM, plus some Prestige classes and NPC classes. The prestige classes are Aes Sedai, Asha'man, Blademaster, Commander, Gleeman, Thief Taker, Warder, Windfinder, Wise One, and Wolfbrother. If you have read the books, most of those classes will make sense to you. If not, well, use a dictionary then. The NPC clases are the Commoner, Expert, Warrior, and Diplomat. The first three are like the ones in the DMG. The Diplomat is a bit odd, class wise. They have a lot of hit points (d8), yet have the worst combat progression. But as you might guess, they are good at talking to people. I guess they are meant to be a stipped down noble/aristocrat, though I think it's a bit redundant.

Chapter 11 is like a combination mini-Monster Manual and Rogues Gallery. You get a number of critters (17), as well as stats and descriptions for a number of NPCs from the books

Chapter 12 is a 20 or so page overview of the land WOT is set in , at least more or less. It's a bit on the bare-bones side.

Chapter 13 describes the other worlds in WOT. It's also very sketchy, at 8 pages or so.

Chapter 14 is pretty short as well - basically it describes the magic items in the WOT world. Since there really aren't many, it's a short chapter.

The last chapter, 15, is actually a short, 15 page adventure. After there, there is an index, and a character sheet.

As to what I think of the book, well, I'm somewhat contradicted. WOTC did a very good job on it. Physically, it's very snazzy, with very nice artwork and easy to read (though proofreading could have been better). It's also very hefty, and is a complete game system in one book.

On the other hand, it's somewhat creepy to play. It's a lot like D&D, but it's not D&D. So a lot of time, you do something that is what you'd do in D&D, but is not in the rules for WoT. A lot of the terminolgy is changed from how it's used in D&D - for instance, instead of PC, the player characters are Hero. Defensive Class is just 'Defense'. Etc. No big deal, but a bit creepy.

While all that is intended to make the game feel different from just playing D&D, I have to wonder if some of it wasn't overkill, done just to be different. I'm also not sure the magic system is all that great. Still seems too D&D like, since it still uses spell slots, albeit somewhat differently.

Another thing I don't think I like are the classes. While they want to emulate the books, by giving each class a defensive bonus, no one will ever wear armor. That would make sense for some classes, like the Aiel warrior class, but not all of them. Much like it makes sense for the Monk in regular D&D, but not for all the classes.

Quite frankly, I think the Sovereign Stone campaign book for regular d20 does a better job of adapting the D&D rules to a Jordan-esque like setting. And because that uses the regular d20 rules, you can actually use stuff from that book in a D&D game. Unfortunately, because of the alterations to the d20 system that WoT uses, you'd have to do a bit of work to adapt it to regular d20, though not a huge amount.

So, this book is very good if you are going to run a game set in the WoT world. Which is what it was meant for, so this is a good thing. But it's not all that useful for those looking for d20 material to adapt to their own D&D campaign, at least those who want to plug stuff in without any additional work. And it's a very physically attractive book, and complete (though I would have liked more monsters and some more background info), so it is a fairly good value.
 

That's kind of funny. I have never had any problems using any of these classes in a D&D game. Not only did I find that the magic system in this book was very close to the feel of the books, I also think that it is much more useful than the system found in Sovereign Stone. And you must remember that this book was made to stand out from D&D, hence the name changes.
 

By Bruce Boughner, Staff Reviewer d20 Magazine Rack and Co-host of Mortality Radio

Sizing Up the Target

The Wheel of Time is a 317-page hardcover world book published by Wizards of the Coast. The authors are Charles Ryan, Steven S. Long, Christian Moore, Owen K.C. Stephens. The cover is painted by Darrel K. Sweet, and is an Ogier and two adventurers entering a gate. The interior art is by a number of Wizards of the Coast regulars and is available for $39.95.

First Blood
The book, based on the popular series of novels by Robert Jordan, opens with a Foreword from the author before going into the game mechanics. In this Foreword, Mr. Jordan admits to being a D&D fan, player and DM as his children were growing up and how they all went on to diverse careers richer for having played the game.

The authors then go on to define what the book is about and how it introduces and relates to the Wheel of Time series. Examples of types of characters, what you need to play and most importantly, what you need to read. Most of the material is set in the period of the novels where Rand al’Thor is revealed as the Dragon Reborn, but can be set in any era depicted in the novels. Further game terms are defined for those newcomers coming to the game from the novels and a fast character creation plan that lists 15 character templates.

As with the core books, ability scores are defined for WoT, as are backgrounds and races, feats, classes and skills. Differing from D&D in that there are only seven classes: Algai’d’siswai (desert warriors), Armsmen (warrior), Initiate (cleric/sorcerer), Noble, Wanderer (bard), Wilder (sorcerer), and Woodsman (ranger). Even skills lost in antiquity are listed. Equipment and money for the Wheel are next, with some very nice illustrations of equipments, arms and armor. Special equipment such as acid, rockets and masterwork weapons are also listed.

A lengthy description of how combat works follows. Examples of combat rouns go first, followed by how to insert bonuses, attacks, defenses, hit point usage, initiative and so forth, just as in the Player's Handbook. Close attacks, ranged attacks are shown with some very nice illustrations, showing how movement can affect the outcome or change the complexion of the battle.

Now comes the biggest difference between Wheel of Time and general D&D, the magic system. The One Power, given a short section on its history, is described as a force divided in use by sex. Women can only channel the saidar and men the saidin. The recognized users in their own minds are the Aes Sedai but other practitioners exist in other parts of the world. The power divides into elemental forces, air, earth, fire, water and spirit. Each channeler has an affinity to one or more of the elements. Channelers develop talents and learn to weave the elements into more powerful shapes. These weave are then described as spell-like castings.

Now the book leaves general descriptions for the players and goes in Game Mastering. A lot of very good general Dming advice is listed over the next few pages, nothing that hasn’t been given before though. How to handle characters play, generate adventure or build a campaign.
As in the Dungeon Masters Guide, prestige classes are then focused on. Nine new prestige classes such as the Aes Sedai, Blademaster and the Wolf Brother, a few NPC classes are also given. Special environmental encounters and how to handle the encounters caused by them.

The monsters of the Wheel of Time are then listed, given in Monster Manual format. The shadow-spawned Draghkar, the darkhounds, the dragon-like Raken and the goat-man Trollocs are samples of the creatures listed here.

There are ten books in this series of novels, each book is 300 pages or more and that means plenty of NPC’s of great importance. These characters are then listed before moving into a Gazetteer and history of the land. Full color maps are in each chapter section on the various important cities. Alternate worlds are outlined in chapter thirteen and then wondrous items are given.

A short adventure ends the book, a mission to raid some trollocs in their lair. A two-page character sheet and an advertisement for the novel series close the book.

Critical Hits
This is a gorgeous book, painted by some very talented artists. The artwork is exceptional. The cover is by one of fantasy novels most popular artists and the interior work exceeds expectations. The content is very general for the most part, rehashing a lot of ground covered in the core books. There is a lot of material that could have been gone over that is more than likely will be covered in future publications.

Critical Misses
I’m probably one of the few people who hasn’t read this series, as such, I found a lack of information that could probably explain the series to me. A more expanded gazetteer and history section, one that refers to specific books would be nice.

Coup de Grace
This product is a good entry-level product for those people who view this as The Wheel of Time Roleplaying Game and not a D&D game, which it isn’t. It covers a lot of material in a very handsome package and tries to hold the hands of the newcomer to role playing.

Mod Edit: suspect link removed.
 
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Wheel of Time by Wizards of the Coast

The Wheel of Time is a campaign setting book set in the famous world of Robert Jordan’s books. The book is a full colored hardback, 312 pages in length, and is priced at $39.95 American. The art ranges from mediocre to pretty good. It does not have the stunning art that many full colored books that Wizards makes has. The price I found a little on the high side because there is reprinted material in here from both the DMG and PHB.

The book starts with an introduction that makes me believe the book was a little more geared towards the readers of Jordan’s novels then to the Role players. It gives a basic look at what this book is and introduces people to the role playing game and concept. It does give a some useful info on era and place the game can be set in, but for the most part it is too basic. Next we get to a simplistic version of character creation. Basically there are some concepts stated out for easy use if one wants to forgo the actually creating of a unique character. The idea is sound, but the concepts are bland and uninspired. It then goes off to cover a lot of the different races giving a decent amount of detail on them.

There are new classes in here that are more appropriate to the setting the then PHB ones. The classes introduce two new function a class defense bonus and reputation. Class defense is a bonus to armor class for classes that don’t normally wear armor and reputation is the chance of other people hearing of your exploits. Overall the classes seem okay, but they seem to lack in creativity. Many get bonus feats, or the same abilities over and over just improved.

The skill section is basically what is found in the PHB and while it’s written with this world in mind it seems they could have just referred people to the PHB and filled the book with more world details. The feats are the same way. There are some reprinted from other sources as well, along with a few new ones.

The best part of the book is the world information. There are some lovely maps in the books and good descriptions of Jordan’s very interesting world.

I think this is a good book for Jordan fans. Many role players like myself may be annoyed at the amount of information reprinted in this book. I think it would have served them better to go along the FRCS route and just fill the book with world inforation and not try to reprint all the rules of the d20 system.
 


Actually this book was intended to be a stand alone D20 product so that was the reason why many things were reprinted for the Wheel of Time setting, sort of like the D20 Cthulu book. The PHB and DMG were not designed for this setting so they actually needed a whole different book. As an example there are no magic missles or bags of holding in the Jordan's world or for that matter even many magical items, so hence a whole new d20 product with rules was made to incorporate everything. Magic, core classes, and everything else needed to be reexplained. Though it is a sword and sorcery fantasy RPG, it was made to be different then DnD, because unfortunately not everyone plays DnD. Price wise I thought the game was pretty cheap compared to DnD which needs 3 books just to play (the PHB, DMG, and MM which goes for about $90).

Just my 2 cents
 

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