@lordbelh said in Wheel of Time:
I do probably also have an unpopular opinion, though, in that I think channelers aughta be fairly OP. Go against one without a plan and numbers and you probably aught to lose badly. On the upside, Aes Sedai can't actually use the one power to hurt you anyway, so there's that! Unless you allow Black Ajah, but I'd probably restrict that to NPCs only.
I don't think there's a way to avoid the imbalance since, well, that's just how the books are written. On a fundamental level there's hard to say a guy with a sharp stick is more 'powerful' than a guy/gal who can blow shit up with their minds, or a doctor type with some bandages and a scalpel is as good as someone who can bring you back to health from massive amounts of trauma within seconds.
Another consideration is to keep the need for (and protect the niche of) non-channelers. One way is to enforce specialization systemically since after all an Aes Sedai who has spent her life learning how to channel shouldn't also be an expert with weapons, thus giving her a tangible reason to have a bodyguard type around. Or someone's effectiveness in the Great Game could be penalized for known channelers since they are mistrusted, to avoid making them successful politicians on top of everything else.
That kind of thing. Not so much about balance per se but preservation of functions for other types.
@krmbm said in Wheel of Time:
Having two playable areas the way Cuendillar did would work for that. Tar Valon and Cairhien or Caemlyn. Just allow that either Traveling isn't so fucking hard, or the Ways are still passable between those two cities, and voila: you don't isolate characters from each other, and you still have a place where Channeling is commonplace and one where it's OMG BURN THE WITCH.
In my opinion this is the most dangerous design choice for a WoT game. The more geographically spread out it is the harder it would be to ensure RP happens without liberal handwaving or constant Gateways commuting people around like a fantasy airline, yet once you narrow it down to one area then that becomes the focal point of... well, everything for the entire game. Whoever controls it has a major advantage, anything that happens elsewhere feels by necessity less important, and action at a part of the world far away for the sake of RP is tricky.
In the books it wasn't a huge deal since everyone and their dog was a super channeler who could open Gateways at will. How a MU* chooses to address geography will determine a lot, IMHO.