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How Magical or Non-Magical Should the Monk Be?
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<blockquote data-quote="DonAdam" data-source="post: 6030015" data-attributes="member: 2446"><p>Why not take a page from the Class Compendium and rename the Monk the Mystic?</p><p></p><p>Then you could have purely martial arts characters be fighters or fighter/rogues.</p><p></p><p>And the mystic could come in three categories of builds:</p><p></p><p>Mild- some iron skin and action movie mobility; Ozymandius catching a bullet</p><p></p><p>Medium- traditional monk with big wuxia leaps and more subtle attacks like quivering palm, stunning fist, etc.</p><p></p><p>Hot- full on environmental manipulation anime type monks with energy attacks etc.</p><p></p><p></p><p>The martial types might have better round to round flexibility in terms of maneuvers as the tradeoff for giving up the mystical options, but the core combat stats (expected damage, etc.) should all even out. This tradeoff might also be in terms of crowd control vs. one on one combat, with the most mystical monk being the best at crowd control and the purely martial character being the best at one on one combat.</p><p></p><p>I would actually makes styles into Specialities so that they're accessible cross class. Then you could have a dojo or FR-style monastery with different classes and different mystic builds that all have a common set of moves.</p></blockquote><p></p>
[QUOTE="DonAdam, post: 6030015, member: 2446"] Why not take a page from the Class Compendium and rename the Monk the Mystic? Then you could have purely martial arts characters be fighters or fighter/rogues. And the mystic could come in three categories of builds: Mild- some iron skin and action movie mobility; Ozymandius catching a bullet Medium- traditional monk with big wuxia leaps and more subtle attacks like quivering palm, stunning fist, etc. Hot- full on environmental manipulation anime type monks with energy attacks etc. The martial types might have better round to round flexibility in terms of maneuvers as the tradeoff for giving up the mystical options, but the core combat stats (expected damage, etc.) should all even out. This tradeoff might also be in terms of crowd control vs. one on one combat, with the most mystical monk being the best at crowd control and the purely martial character being the best at one on one combat. I would actually makes styles into Specialities so that they're accessible cross class. Then you could have a dojo or FR-style monastery with different classes and different mystic builds that all have a common set of moves. [/QUOTE]
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