D&D 4E 4E Monk Problem Solved

inkpenavenger

First Post
So, ever since 4E came out, people here and on various other forums have tried to come up with a new version of the Monk class (my 3E favorite).

The big problem that people seem to run into when designing a Monk class is trying to figure out how to give them enhancement bonuses to their attacks. Some have tried building magic item progression into the Monk's class features, others have tried sticking them with an implement.

I think I have found the solution:

Allow the Monk to add enchantments to his own body.

Either by giving the monk limited access to the Enchant Magic Item and Disenchant Magic Item rituals or by creating an item that bestows the quality upon them.

I know the latter sounds like an implement, but it wouldn't really be. An implement you could carry more than one of and switch out at will. However this special Monk item (let's call it a Sutra) is used as the Monk takes his extended rest and bestows the qualities of a magic item upon his unarmed attacks for the whole day.
 

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In a way this is both more useful and less useful than magic items. Not knocking the idea, just thinking out loud. If the sutra's are physical objects then the monk has to spend time reading them, if it's just memorized knowledge more kata like than actual sutra's then it can't be taken away from him, at least not as easily as yoinking away a fighters +3 sword.

On the flip side, any weapon users can swap out items during a fight with a minor action. But the monk wouldn't be able to swap out his 'weapon' except once every 18 hours.

Not sure how to resolve that or even if it really needs resolving although for versatility sake only being able to change that once per day is limiting.
 


In a way this is both more useful and less useful than magic items. Not knocking the idea, just thinking out loud. If the sutra's are physical objects then the monk has to spend time reading them, if it's just memorized knowledge more kata like than actual sutra's then it can't be taken away from him, at least not as easily as yoinking away a fighters +3 sword.

On the flip side, any weapon users can swap out items during a fight with a minor action. But the monk wouldn't be able to swap out his 'weapon' except once every 18 hours.

Not sure how to resolve that or even if it really needs resolving although for versatility sake only being able to change that once per day is limiting.

Actually, that's kind of the point. The monk would only be able to pick the effect of one magic weapon per day, but for the duration of that day, the power can't be taken away from him.

Or he could subsume standard magic weapons into his body, just like the playable Sphinx race mentioned here:
Game Design Fanatic: Sphinx race writeup

That way the DM can drop treasure more normally.

Well, I would consider the sutras to be physical items containing the scripture needed to acquire a particular effect, so the DM would drop sutras for the party's Monk just like he/she'd drop magic items for anyone else.
 

I usually don't play the typical "Kill monsters, take their stuff" games. I like intrigue, love kill bad guys, but don't like the take-their-stuff part. I have been working on some ideas for reskinning magic items in a way that keeps their mechanical benefits, but eliminates the loot aspects. I think that this sort of approach is interesting, and I think that it could be generalized beyond the monk to create an easy way to do low magic settings as well. I like the "forgotten lore" idea of your Sutras, but I hate the name sutra. Just me though. I will have to come up with my own name.

I think that the wuxia/martial arts genre meme of the texts that unlock your power along with the montage training scene and the meditate until epiphany memes could all be brought together to create a replacement of the magic item economy for D&D.

On another board I have had a conversation about the fact that level+4 is the maximum level magic item a character can have, and that only one character in a party of 5 can have this. This begs the question of what is the average level of magic item across all 5 party members and all three of the build-in-mechanics-boosters of the neck slot, the weapon, and the armor slot. On top of that, how nerfed are characters that don't have ready access to items that are not in these three roles. Figuring out what is necessary to replace to maintain power would be good.
 

How about just building an enhancement and proficiency bonus into the monk's powers?

Something level "Wisdom +3 vs. AC" for a 1st-level technique, and "Wisdom +8 vs. AC" for a 23rd level one, where the expectation is that you prolly have a +5 weapon to go along with your +3 proficiency bonus.
 



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