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Wheel Of Time Roleplaying Game [Hardcover]

Introduction by Jordan Robert (Author)
4.5 out of 5 stars  See all reviews (32 customer reviews)


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Product Details

  • Hardcover: 320 pages
  • Publisher: Wizards Of The Coast; First Edition edition (2001)
  • Language: English
  • ISBN-10: 0786919965
  • ISBN-13: 978-0786919963
  • Product Dimensions: 11.2 x 8.6 x 0.8 inches
  • Shipping Weight: 2.4 pounds
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (32 customer reviews)
  • Amazon Best Sellers Rank: #328,532 in Books (See Top 100 in Books)

 

Customer Reviews

32 Reviews
5 star:
 (16)
4 star:
 (15)
3 star:
 (1)
2 star:    (0)
1 star:    (0)
 
 
 
 
 
Average Customer Review
4.5 out of 5 stars (32 customer reviews)
 
 
 
 
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33 of 33 people found the following review helpful:
4.0 out of 5 stars Begging for an Expansion, May 9, 2002
By 
This review is from: Wheel Of Time Roleplaying Game (Hardcover)
Let's just say I was pleasantly surprised that there wasn't a system for handling chronic upper respiratory infections.

This is the d20 system role-playing game for the Wheel of Time system, at least for the first six novels...the character stats given are as of the end of Lord of Chaos. It offers a more-or-less complete game system that's surprisingly good.

Included are entirely new core (i.e. 20-level classes) and prestige classes, such as the algai'd'siswai (Aiel spear-fighter), armsman, wanderer, woodsman, noble, initiate, and wilder, which are more appropriate to the world than those listed in the D&D PHB. They use the standard skill and feat system. There are two playable races, humans and Ogier (the big guy on the cover); humans get an extra skill point and an extra background feat, in a fashion similar to the Forgotten Realms campaign setting.

Feats are mostly standard, but include the various channeling feats and Lost Feats, which are limited by the need to take a precursor feat before taking the real feat, which should keep them rare. Equipment is mostly normal, with mention of power-wrought swords and other wondrous items, such as masterpiece weapons and armor (like masterwork, but better).

Channeling...ah, channeling. As others have mentioned, it's put in as a spell slot system, but the available slots represent a safe limit. You can overchannel all you want, but sooner or later it'll cost you. The weaves listed have variable effects based on the slot used, which is nice. They have a decent way of handling linking and angreal and sa'angreal, but I'll get more into that later. And, for male channelers, there's the joy of the Madness mechanic.

Included are character descriptions for most of the major hero characters (Rand, Mat, Thom, Lan, Moiraine, etc.), as well as MM-style descriptions of the various beasts and exotic animals found in the setting. Sadly, no Forsaken are depicted, yet. One will also find standard rules, some setting information, and advice on running the game.

On the whole, I'm quite impressed. It's a nice and coherent system, and works better than I thought. I can't find much to complain about, other than some minor quibbles...such as some of the character write-ups being wrong (some people not having abilities that they demonstrated in the novels, or equipment, etc.).

What I'd like, of course, is an expansion or two...obviously, they'll have to do one the farther the storyline goes. I think that short prestige classes for each of the Ajahs might be nice, and lists of where Portal Stones and the Ogier Ways are would be very helpful (aside from GM fiat).

But, what I'd really like is an Age of Legends expansion...with all sorts of lost weaves and feats for item creation. Gosh, that'd be cool.

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20 of 20 people found the following review helpful:
4.0 out of 5 stars It only gets better..., November 20, 2001
By 
This review is from: Wheel Of Time Roleplaying Game (Hardcover)
I decided to wait until I'd read the entire 3E expansion for The Wheel of Time before finally writing this review, which is good, because otherwise I'd have given it that fifth star it almost deserves.

Firstly, I'd like to say that, on the whole, the adaptation is fantastic. The expansion is almost totally self-contained, so the player won't need to purchase another item once all the necessary sourcebooks have been procured...AS LONG AS HE'S FAMILIAR WITH THE WHEEL OF TIME. That's right: while the book does give some fairly decent brief descriptions of the lands, its peoples, and the storyline, it honestly doesn't cut the mustard for a newbie to the series. Needless to say, as the GM for my group, I've been busy explaining to two of my players everything about the world of the Wheel of Time, and trying to make one of them understand why he can't call his character "Dragon."

The layout is above average, and the typos and misprints are nearly nonexistent...but I did say "nearly." If anyone finds out what the "Quickness" feat is, e-mail me. The artwork is also well-placed and of high quality, but that was to be expected.

The translation of One Power usuage was sheer genius. Give the man a cookie. About a year ago I spent two months trying to adapt such an idea to D&D3E rules, and finally quit because I was starting to pull my hair out. I'm thoroughly impressed.

The final verdict: if you're a Wheel of Time fan who plays RPGs, buy it. If you're an RPG fan who's read the Wheel of Time, buy it. If you're a Wheel of Time fan who wants to play RPGs, this is the reason to start.

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22 of 23 people found the following review helpful:
5.0 out of 5 stars Prepare to be Amazed, November 11, 2001
By 
Brian K. Eason (Atlanta, GA United States) - See all my reviews
(REAL NAME)   
This review is from: Wheel Of Time Roleplaying Game (Hardcover)
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.

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Inside This Book (learn more)
First Sentence:
Your character's abilities will modify just about every dice roll you make in a Wheel of Time campaign. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
bonus weaves, weave slot, weave sacrifice, male channelers, casting weaves, armor compatibility, casting level, weave level, cast weaves, female channeler, rare weaves, prerequisite for other feats, subdual damage, background feats, powerful channelers, attack roll modifiers, dream shielding, marriage knife, other channelers, defense bonus, saving throw, check for madness, current hit points, grenadelike weapons, synergy bonus
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Aes Sedai, One Power, Dark One, Atha'an Miere, White Tower, Weave Resistance, Tar Valon, Sense Motive, Age of Legends, Gather Information, Hit Die, Wise One, Challenge Code, Pick Pocket, True Source, Escape Artist, Hit Dice, Concentration Saving Throw, Emond's Field, Instantaneous Saving Throw, Two Rivers, Ebou Dar, Speak Language, Weapon Specialization, Gray Man
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