@dvoraen said in Wheel of Time:
The reason I think it needs to be basically homebrew/customized has to do with addressing the channeler : non-channeler power ratio. Every PC being a channeler isn't precisely boring and stale, since channeling is a diverse system (who has what Talents and skills), but not every PC should necessarily be a channeler, considering that they are approximately 10% (I think that's the percentage) of the population at most.
Also keep in mind the power disparity in the books exists but it's also exaggerated by the book characters; Rand, Mazrim Taim or Nynaeve aren't exactly typical channelers, for example.
One of the (many) ways this could be reflected in mechanics is having players make meaningful choices. Sure you can build someone who can slice weaves and heal or blast with impunity but they'd be a glass canon as well - after all there's a reason Aes Sedai had Warders around and Asha'man started carrying swords. Not everyone should be a top-end channeler and a near Blademaster. Then enforce the natural limitations channelers have, too; for example that they need training to do anything useful (or, hell, to not burn themselves out) so people don't end up making nobles who're also secretly great channelers, too.
But also in my experience in most games people don't necessarily go for the 'power' templates. They go for where the RP is, which sometimes happens to be where the power is because staff don't do their jobs right; the WoT theme provides ample opportunities to go in different directions - there's a full Lords-and-Ladies minigame baked into the settings so you can have cutthroat politics, you can have tournaments and PrPs for weapon wielders, etc.
In other words if you make your game support both channelers and support diversity you'll be fine.