This is a hack to use Dungeon World Rules in a Wheel of Time setting. Any comments would be much appreciated. Very much a work in progress. Can expand on any points if needed.Classes: Gleeman
– Essentially same as vanilla Bard, Arcane Art rebadged to Gleeman’s Music.Wilder
– a heavily rebadged & somewhat modified Cleric. More on this later.Armsman / Blademaster
– Vanilla Fighter.Warder / Oathman
(ie Defender of the Stone, Queen’s Guard, Whitecloak etc) – Modified Paladin. Mostly similar, but replace Quest with Oath (basically a rebadge, an oath of fealty), replace the divine aspect of Lay on Hands with a rousing speech, same effects.Woodsman / Wolfbrother
– Basically vanilla Ranger. For story reasons would insist that the animal companion is a wolf, but I know that everyone who picks this class in my groups will do that anyway.Wanderer
– Vanilla Thief. I’ll need to rebadge the poisons.Initiate
– Heavily rebadged & somewhat modified Wizard. See below.Noble/Commander
– I’m going to grab Antisinecurist’s Noble from here
and rebadge anything I need to.Not sure if I’ve missed out on any iconic classes here. I think most of the characters from the books are covered? There is a lot of basically multiclassing described in the books, but I don’t want to delve into that too much because in my experience it just leads to headaches and min/maxing.Backgrounds:Replaces Races. For simplicity’s sake I’m making them independent of class choice. Let me know if any are particularly over or under powered.
Borderlander – Shadowspawn Hunter (+1 to hit & dmg vs Trollocs)
Cairhienin – Streetsmart (+2 to parley in urban setting)
Domani – Seductive (+2 to parley in seductive setting)
Ebou Dari – Duellist (+2 to hit when using dagger vs dagger-wielding human)
Illianer – Mercantile Background (+2 to Supply & Recruit rolls)
Midlander – Luck of Heroes (+1 to Defy Danger when risking self for others)
Tairen – Gambler (+2 to Carouse rolls)
Tar Valoner – Diplomat (+1 to parley with someone from another culture)
Taraboner – Educated (+1 to Spout Lore)Channelling (Magic):Ok, this is where I think the d20 WoT RPG really struggled. I like the way spells in DW are generally much more flexible than in D&D, so most spells I’m just going to simply rebadge as weaves (ie, Cure X Wounds becomes Healing, Cause Fear becomes Mirror of Mists etc).Embrace the Source:
A free action for Initiates, while Wilders basically have to do a Cast a Spell check to get over their block. This is the largest advantage for female initiates over female wilders.Hidden Weaving:
Basically I want Wilders to have some way of masking their weaving from regular people as something mundane (ie, how Nynaeve made people think she was mad good with herbs when she was in fact Healing). Perhaps where possible 7+ they successfully cover the weaving, 10+ they get +1 forward?Cover Profession:
again for wilders, I want them to be able to pull some benefit from their cover profession, ie Village Wisdom, soldier, whatever. Not sure how to handle it mechanically though. Iconic Weaves:I think most weaving can be handled by the Wizard’s ritual mechanic. Severing/Stilling, Bonding, large weather manipulation, major healing etc. Just handle it as required. But the following weaves are things that will come up I reckon:
Arms of Air – this is a major one, and I know from past games that players are way more inventive at using this weave than Robert Jordan. If it’s not designed well can be totally game-breaking.
Warding – rebadge the various cleric/wizard spells that do the same thing.
Lightning – 5th level?
Fireball – same as vanilla Wizard spell.
Earthquake/Riven Earth - 3rd level?
Shielding – really not sure how to handle this, and it’s really important.
Travelling – what level would this come in at? 5th?Things I need to work on:
A Madness mechanic. I know I will have players who will want to be male channellers.
Balancing the weave list for Wilders & Initiates. Would it be a disaster if I just merged the two spellbooks?
I don’t really have any way of dealing with the Five Powers (air, fire, earth etc) and the various Talents (Cloud Dancing, Illusion, Earth Singing etc) as described in the books. I really don’t want to overcomplicate the channelling system, but…Like I said, comments & criticism appreciated.