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Here Comes . . . the Monk!
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 6048214" data-attributes="member: 54843"><p>I think it would make a much more interesting class if instead of just stealing chunks of the fighter and cleric and adding a few cookies, they came up with one, unique way of doling out paladin power. Auras would be one way of doing it, and people have brainstormed plenty of others. If I want a fighter/cleric with some cool special abilities I should be able to get that through multiclassing and specialties; the paladin should be its own thing.</p><p></p><p></p><p></p><p>Yes, which is why rogues need Sneak Attack, rangers need Quarry, monks need Flurry of Blows, etc. But that doesn't mean all those things have to share exactly the same mechanics.</p><p></p><p>For example: maybe monks could do a few quick attacks per round, with a "combo finisher" move if they all hit. Rangers do escalating damage for each consecutive round they target the same enemy. Paladins use up some of their divine energy to smite enemies, unless those enemies are attacking their allies or innocents (or are demons/undead/etc). Warlords get a bonus to damage for each ally that has struck their target since their last turn. Barbarians work themselves into a rage as they take hits in combat. </p><p></p><p>Some of those effects COULD be squeezed into the expertise dice system, but why? Expertise dice are great for expressing the combat versatility required of a fighter (every six seconds he has to pick the best possible option to keep himself and his friends alive for the NEXT six seconds), but they don't do anything to model the pre-planning and opportunism of the rogue, the focus and skill of the ranger, the mystical power of the monk, the tactics of the warlord, the rage of the barbarian, the divine inspiration of the paladin, and so on.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6048214, member: 54843"] I think it would make a much more interesting class if instead of just stealing chunks of the fighter and cleric and adding a few cookies, they came up with one, unique way of doling out paladin power. Auras would be one way of doing it, and people have brainstormed plenty of others. If I want a fighter/cleric with some cool special abilities I should be able to get that through multiclassing and specialties; the paladin should be its own thing. Yes, which is why rogues need Sneak Attack, rangers need Quarry, monks need Flurry of Blows, etc. But that doesn't mean all those things have to share exactly the same mechanics. For example: maybe monks could do a few quick attacks per round, with a "combo finisher" move if they all hit. Rangers do escalating damage for each consecutive round they target the same enemy. Paladins use up some of their divine energy to smite enemies, unless those enemies are attacking their allies or innocents (or are demons/undead/etc). Warlords get a bonus to damage for each ally that has struck their target since their last turn. Barbarians work themselves into a rage as they take hits in combat. Some of those effects COULD be squeezed into the expertise dice system, but why? Expertise dice are great for expressing the combat versatility required of a fighter (every six seconds he has to pick the best possible option to keep himself and his friends alive for the NEXT six seconds), but they don't do anything to model the pre-planning and opportunism of the rogue, the focus and skill of the ranger, the mystical power of the monk, the tactics of the warlord, the rage of the barbarian, the divine inspiration of the paladin, and so on. [/QUOTE]
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