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How Magical or Non-Magical Should the Monk Be?
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<blockquote data-quote="mlund" data-source="post: 6030232" data-attributes="member: 50304"><p>1.) Not necessary as a class feature, much more a background feature</p><p>2.) Not a prominent feature in fighting monks or martial-artists of any stripe - it's a left-over from occidental stereotypes of oriental mysticism and maybe one too many re-runs of the "Kung Fu" television series.</p><p></p><p></p><p></p><p>1.) It was a bad mechanic as implemented in previous editions</p><p>2.) It's nearly irrelevant to combat, exploration, and interaction pillars</p><p>3.) Hard to capitalize on or integrate into a team game</p><p>4.) I don't want to adjust jumping mechanics based on land-speed</p><p></p><p></p><p></p><p>1.) Everyone can heal themselves with Hit Dice in 5E and as a Fighter the Martial Artist is the best at it.</p><p>2.) Mid-combat healing is more restricted in 5E.</p><p>3.) 4E Fighters could already self-heal with powers. </p><p>4.) The Martial Arist Combat Superiority tree could easily include an option to use Hit Dice mid-combat.</p><p></p><p></p><p></p><p>1.) Another great example of bad, insular character class design around denial mechanics </p><p>2.) Fighters are already supposed to have extra resistance to such things.</p><p>3.) Cuts into the Elven racial ability - terrible for a class that should be open for everyone, OK for a specialty.</p><p></p><p></p><p></p><p>1.) Another example of bad, insular character class design around denial mechanics - seriously, what good is it to a party to have one guy randomly immune to falling?</p><p></p><p></p><p></p><p>1.) Another example of bad, insular character class design around denial mechanics</p><p>2.) Cuts into the Dwarven racial ability - terrible for a class that should be open for everyone, OK for a specialty.</p><p></p><p>It all just illustrates how big a train-wreck the AD&D / 3E monk class was. He's a giant pile of exceptions that does not do team work. He's story is as thus: "Look at me! What can I do? Oh, I'm immune to A through Z. How do I contribute to the party? Um ... well ... I do front-line combat! Um ... well, yeah, basically all I do is miss every round ... and yeah, I can't take much damage. Well, yeah, the monsters can just ignore me with impunity - but hey, look at all my special-snowflake bells and whistles I got in exchange to balance my class. I'm immune to mind-control and the common cold! Hey, guys, where are you going? Guys? Aw come on!"</p><p></p><p>AD&D/3E Monk - he knows Kung Fu and he's <strong>still</strong> one of the last guys to get picked for the dodge-ball team.</p><p></p><p>The lesson here is not to weigh down a class with a bunch of man-of-steel trinkets because when it comes time to add in abilities that actually contribute to the team goals of the party he'll either be unbalanced (full character + trinkets) or unhelpful (balance down to compensate for said trinkets).</p><p></p><p>Within the class keep it pithy and relevant - two things the old-school monk is awful for.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 6030232, member: 50304"] 1.) Not necessary as a class feature, much more a background feature 2.) Not a prominent feature in fighting monks or martial-artists of any stripe - it's a left-over from occidental stereotypes of oriental mysticism and maybe one too many re-runs of the "Kung Fu" television series. 1.) It was a bad mechanic as implemented in previous editions 2.) It's nearly irrelevant to combat, exploration, and interaction pillars 3.) Hard to capitalize on or integrate into a team game 4.) I don't want to adjust jumping mechanics based on land-speed 1.) Everyone can heal themselves with Hit Dice in 5E and as a Fighter the Martial Artist is the best at it. 2.) Mid-combat healing is more restricted in 5E. 3.) 4E Fighters could already self-heal with powers. 4.) The Martial Arist Combat Superiority tree could easily include an option to use Hit Dice mid-combat. 1.) Another great example of bad, insular character class design around denial mechanics 2.) Fighters are already supposed to have extra resistance to such things. 3.) Cuts into the Elven racial ability - terrible for a class that should be open for everyone, OK for a specialty. 1.) Another example of bad, insular character class design around denial mechanics - seriously, what good is it to a party to have one guy randomly immune to falling? 1.) Another example of bad, insular character class design around denial mechanics 2.) Cuts into the Dwarven racial ability - terrible for a class that should be open for everyone, OK for a specialty. It all just illustrates how big a train-wreck the AD&D / 3E monk class was. He's a giant pile of exceptions that does not do team work. He's story is as thus: "Look at me! What can I do? Oh, I'm immune to A through Z. How do I contribute to the party? Um ... well ... I do front-line combat! Um ... well, yeah, basically all I do is miss every round ... and yeah, I can't take much damage. Well, yeah, the monsters can just ignore me with impunity - but hey, look at all my special-snowflake bells and whistles I got in exchange to balance my class. I'm immune to mind-control and the common cold! Hey, guys, where are you going? Guys? Aw come on!" AD&D/3E Monk - he knows Kung Fu and he's [b]still[/b] one of the last guys to get picked for the dodge-ball team. The lesson here is not to weigh down a class with a bunch of man-of-steel trinkets because when it comes time to add in abilities that actually contribute to the team goals of the party he'll either be unbalanced (full character + trinkets) or unhelpful (balance down to compensate for said trinkets). Within the class keep it pithy and relevant - two things the old-school monk is awful for. - Marty Lund [/QUOTE]
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