Hmmm, yea...I've been pondering making a monk where instead of the current progression of increased unarmed damage the character gets 'improved natural attack' feats. You just treat humans as having slams(with a penalty until they get improved unarmed attack) and then you have a monk that works with anything, though the damage won't go up as smoothly.
Hah, I'll have to take a look at the project phoenix monk. I've messed with making a non supernatural monk as well. It was a 'martial artist' prestige class. He had a higher BAB increase rate, but fewer special ablities. Instead of +Wis to defense, he got +Con to defense. (in my campaign there's no easily avalable heavy armor, so I'm letting fighters ans such get a Con bonus to defense when they're wearing medium armor to make up for it).
I think your dex penalty idea is pretty good too. I remember when I played epic assassins in NWN, I was getting my dex so high i couldn't even wear leather armor. Or maybe there could even be an epic feat which decreases the dex limit for wearing armor by 2 or 3? Unfortionately, this would only help characters with high Dex though, some fighters would focus only on Str. I guess in my campaign, Fighters can also work with Con because of that bonus I mentioned earlier XD
The other thing is that you could think of armor as protecting against characters who use things like two weapon fighting and creatures with a lot of natural attacks. Actually, I think in my campaign they'll be fighting more creatures than people, so the change to attacks won't affect how often they really get hit.
Hah, I'll have to take a look at the project phoenix monk. I've messed with making a non supernatural monk as well. It was a 'martial artist' prestige class. He had a higher BAB increase rate, but fewer special ablities. Instead of +Wis to defense, he got +Con to defense. (in my campaign there's no easily avalable heavy armor, so I'm letting fighters ans such get a Con bonus to defense when they're wearing medium armor to make up for it).
Ah, you're talking about the issue with armor keeping up with attacks when using the two attacks instead of iteritive attacks? Yea, I've been pondering that. Hmmm, well, there were two ideas I was thinking of. First, there's the idea that after every time you hit, your next attack takes a -1 or -2 attack penalty for the rest of your turn or round. I'm worried that might be a bit much though, and it means that people would have to roll one die at a time.being as you will no longer have your crappy BAB attacks at upper levels, Armor will likely be a bit less useful (and as such should end up getting higher somehow) ~ Maybe you could chenge the Dex Limits. I've been using Project Phoenix Limits, where instead of a Max, you take a dex penalty. (Maybe you could combine them together, so have a lower max than usual, and if their dex is higher than that, the armor gives them a dex penalty, instead of taking it away completely.)That'll result in armored characters having slightly higher AC.
I think your dex penalty idea is pretty good too. I remember when I played epic assassins in NWN, I was getting my dex so high i couldn't even wear leather armor. Or maybe there could even be an epic feat which decreases the dex limit for wearing armor by 2 or 3? Unfortionately, this would only help characters with high Dex though, some fighters would focus only on Str. I guess in my campaign, Fighters can also work with Con because of that bonus I mentioned earlier XD
The other thing is that you could think of armor as protecting against characters who use things like two weapon fighting and creatures with a lot of natural attacks. Actually, I think in my campaign they'll be fighting more creatures than people, so the change to attacks won't affect how often they really get hit.
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