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« on: July 18, 2012, 05:25:14 PM »
This ... is an excellent idea. But while you have a fantastic start I worry you might be sacrificing detail for speed.
Gleeman - has no actual magic. I'd take away the healing from the song at the very least, and gleemen were less magicians with spellsongs and dragonborn voices, and more ... the thief. A charismatic well traveled charlatan. You'd have to hybridize a class of the two methinks.
Female Channeler / Male Channeler - these are base classes. Wilder, Aes Sedai, Asha'man are all Compendium classes or simply 'racial' moves that modify the base channeling threat. Maybe even per-shawl for Aes Sedai (as in Blue Stole, Green Stole etc).
That said your spellcasting probably needs to change. You need a 'connect to the source' move, followed by 'channel power' that generates a per-element hold where your spells are based on a base element cabling set (think Ranger animal statistics, but one for each of the source 'weaves' where females have water and wind as stronger options, and men have fire and earth and both run equal in spirit). And probably a selection of the weaving skills (artifact making, shielding, healing) as advances. You'd have to merge the spellists and re-write to accommodate for talents unlocking certain spells, and cost in channeling.
Stick to Oathman, Warder is a Compendium Class that grants them supernatural healing and attunement to their Aes Sedai.
Rangers are Wolfbrothers, but replace half-elven with wolfbrother and lock out some of the abilities by having it be required. God Amidst the wastes should probably become Dreamwalking. Speaking of which there needs to be a Dreamwalker compendium class.
Things you're missing: Aiel and Ogier. A big list of artifacts. Something to handle Legends in the Dream and the real.
Your backgrounds are a good list, but mathematically problematic (+2 to parley for example guarantees that a +3 in charisma creates a 'never fail' scenario on parley in a city) and usually will swing probability ridiculously into the upper ranges. My recommendation is to aid specific moves. Ex: if borderlanders are good combatants, let them re-roll a single damage die.
Since Tar Valoners are good diplomats, give them extra questions to ask on Discern Realities about loyalties, or price. Or something to help with 'holding something over' a person in a Parley. You see?
Just some quick thoughts while I'm at work. Again - awesome idea, I look forward to seeing what you do with this.