Making Channeling + Spellcasting quicker

By stanmons, in WFRP House Rules

My group, including me, feels that Channeling is an unnecessary phase with no interesting impact on the game that just slows wizards turn down.

As removing Channeling and just relying on recharging of a spell makes Willpower and power altogether unnecessary I feel it contradicts too much with the game mechanics.

Do you have any ideas how to retain the essence of Channeling and power but combine it to one skill-check around spell casting?

Maybe if one success in channeling is an automatic result and Channeling is rolled only if the wizards would need more power?

When we started playing, channelling was a bit of an event with the party wiz arsing about getting all his stuff together, which the rest of the players were essentially excluded from, coz there was no real in-game manifestation of that power. But now, the wiz just sorts himself out on his own time, so that when it's his turn to cast, he's ready to go. I find all my players sort themselves out on their own time, to a certain degree, now they're more familiar with how things work, and we have more dice, and combat generally goes quicker for it.

So, maybe all you need to do is have a word with your wiz and get him to ooc internalise his ic internal magical functions, iyswim.

Thanks monkeylite. As we share the same common dice pool we may find it distracting if two of our wizards are channeling "on their own time".

I plan to use this simple house rule: using a maneuver a wizard may automatically success in Channeling at one-hammer level.