ZombieRoboNinja
First Post
I may be the only one interesting in these theoretical class designs (based solely on what I think would be cool with little or no playtesting), and I'll be glad to let this thread fade into oblivion if that's the case. But I was watching some Hong Kong kung-fu movies after reading this forum the other day, and it got me thinking about what makes monks cool to players. If I'm playing a monk, what do I want to see?
The first thing that comes to mind is mobility and balance. Whether you're watching Crouching Tiger Hidden Dragon or Legend of Drunken Master, there's a ton of jumping around and balancing on improbable objects. The next is rapid attacks. Everyone in a kung-fu movie attacks somewhere north of 5 times a second.
Now obviously none of this is new to D&D. 3e monks had Evasion, rapid movement, unlimited jumping, and the infamous Flurry of Blows.
So the first design hurdle is: how do we model a flurry of blows in a system designed to be streamlined with fewer attack rolls? My solution to this is a combo system. Basically, you roll to attack, and if you hit you roll your damage (1d6+Dex or Str if you're unarmed, by default). If the result of the damage die is 3 or higher, you get to add another Flurry Die of damage (an additional d6). If the result of THAT die is 3 or more, rinse and repeat, up to a limit determined by your level.
Then, to make it sexy (and allow the class to keep pace with fighter/rogue damage), you get finishing moves that you can trigger automatically when you get enough flurry hits in. The basic finisher might just be extra damage or a free 10-foot shift, with more earned or chosen as you level up.
This leads to the final essential portion of the class: fighting styles. These are necessary to model the many different types of monks people might want to play: "realistic" hand-to-hand fighters, wuxia wire-fighters, or even mystic warriors shooting blasts of ki energy. They're also a central part of the kung fu mythos: "Your Northern Fist is no match for my Flying Serpent Style!" And finally, they're a good basis for class expansions that don't require screwing up the base class too much.
I also changed the 3e Wisdom bonus to AC to a static bonus, to cut down on MAD.
One more note: this writeup stops at level 10 because it seems clear that WOTC isn't designing classes beyond that right now.
So here's the writeup so far:
Obviously you'd need a bunch more techniques, and different fighting styles with different bonuses. But what do people think of the core mechanics here? The mixture of finisher and non-finisher techniques could (IMO) allow for a lot of flexibility in building your character, so that even within a given style different characters would play very differently.
The first thing that comes to mind is mobility and balance. Whether you're watching Crouching Tiger Hidden Dragon or Legend of Drunken Master, there's a ton of jumping around and balancing on improbable objects. The next is rapid attacks. Everyone in a kung-fu movie attacks somewhere north of 5 times a second.
Now obviously none of this is new to D&D. 3e monks had Evasion, rapid movement, unlimited jumping, and the infamous Flurry of Blows.
So the first design hurdle is: how do we model a flurry of blows in a system designed to be streamlined with fewer attack rolls? My solution to this is a combo system. Basically, you roll to attack, and if you hit you roll your damage (1d6+Dex or Str if you're unarmed, by default). If the result of the damage die is 3 or higher, you get to add another Flurry Die of damage (an additional d6). If the result of THAT die is 3 or more, rinse and repeat, up to a limit determined by your level.
Then, to make it sexy (and allow the class to keep pace with fighter/rogue damage), you get finishing moves that you can trigger automatically when you get enough flurry hits in. The basic finisher might just be extra damage or a free 10-foot shift, with more earned or chosen as you level up.
This leads to the final essential portion of the class: fighting styles. These are necessary to model the many different types of monks people might want to play: "realistic" hand-to-hand fighters, wuxia wire-fighters, or even mystic warriors shooting blasts of ki energy. They're also a central part of the kung fu mythos: "Your Northern Fist is no match for my Flying Serpent Style!" And finally, they're a good basis for class expansions that don't require screwing up the base class too much.
I also changed the 3e Wisdom bonus to AC to a static bonus, to cut down on MAD.
One more note: this writeup stops at level 10 because it seems clear that WOTC isn't designing classes beyond that right now.
So here's the writeup so far:
The Monk
HP/HD: d8
Armor Proficiencies: None (but see Unarmored Fighting)
Weapon Proficiencies: Unarmed Fighting and see Fighting Style
Level 1 Abilities:
Unarmored Fighting: You may add 2 to your Armor Class when fighting without shield or armor. This increases to +3 at level 3, +4 at level 6, and +5 at level 9.
Unarmed Fighting: Your unarmed strikes deal 1d6 damage and you are considered proficient with them.
Flurry of Blows: When you hit with your unarmed strike or another weapon you are granted proficiency with through your Fighting Style, when the damage die for that attack is 3 or higher, you may roll an additional Flurry Die of the same die size (i.e. 1d6 for an unarmed attack). At level 4, if the result of that first Flurry Die is 3 or higher, you may add another. The maximum number of Flurry Dice increases to 3 at level 6, 4 at level 8, and 5 at level 10.
Finishing Move: After you have added one or more Flurry Dice of damage, you can trigger a Finishing Move that may add more damage or have another effect. Every monk starts with Ki Strike, Quick Step, and one other finishing move chosen from their Fighting Style's techniques. You can only trigger one Finishing Move per turn.
Fighting Style: At level 1, you choose your style (or school) of training. Your style can modify several aspects of your class. It also provides the list of techniques that your monk can master. Techniques are finishing moves and other special abilities you learn by training in your unique style.
You start with one technique of your choice from your style's list at level 1 and learn an additional technique at each even-numbered level.
Techniques
The techniques below marked with the "Finisher" tag can only be used after you have added one or more Flurry Dice to an attack. You can only use one finisher per round, but you can use other Techniques in conjunction with them. Except for Quick Step and Ki Strike, you can only learn Techniques that are part of your Fighting Style.
Ki Strike (Finisher): Deal an additional 1d6 damage per Flurry Die.
Quick Step (Finisher): Shift up to 5 feet per Flurry Die without drawing any attacks of opportunity.
Crane Stance (Finisher): When you get 2 or more Flurry Dice, you can shift into a reactive stance that allows you to make an opportunity attack against the next enemy who makes a melee attack against you. (You make your attack before he gets the chance to strike.)
Iron Body: When an enemy attacks you, as a reaction you can take on a defensive stance that hardens your body against incoming damage. You reduce damage from that attack by 1d6 (increasing by +1d6 at level 3 and every 3 levels after), but cannot gain any Flurry Dice your next turn.
Push Kick (Finisher): Push the enemy back by 5 feet per Flurry Die.
Ki Jump: As an action, you jump with a +10 bonus to your check. You do not draw any opportunity attacks from this movement. Your jump checks are not limited in distance.
Ki Balance: You can balance or move on rough or even dangerous terrain (such as on the tip of a metal spike) as if it were flat ground. However, you cannot gain any Flurry Dice on the turn after (or while) moving on such territory.
Flying Strike (Finisher): After stunning your enemy with a flurry of blows, you leap into the air to deliver a devastating blow. When you've gained at least two Flurry Dice, you can leap up to 20 feet to deliver an attack against another target for normal damage. You do not draw any attacks of opportunity from this movement.
Fighting Styles
Island Fist
The Island Fist style seeks to be as smooth and hard as polished stone. (This is the Okinawan karate style - low-magic, hard-hitting. Strength-based, wuth higher HP to make up for the lower armor from Dex.)
Weapon Proficiencies: Shuriken, Nunchaku, Sai, Bo (quarterstaff), Tonfa, etc. (All of these should do 1d6 damage max.)
Special: You deal 1d8 damage with unarmed strikes, and use Strength rather than Dexterity as your key ability for unarmed attacks. However, you must roll a 4 or higher to trigger Combo Dice with any attack. In addition, your Ki Strike deals 1d10 damage per Combo Die instead of 1d6. Your HD and HP increases to 1d10 per level.
Techniques:
Crane Stance
Iron Body
Push Kick
Mountain Blade
(Basically the Crouching Tiger Hidden Dragon wuxia swordfighter.)
Weapon Proficiencies: Finesse melee weapons, shuriken
Special: You gain advantage on all checks related to acrobatic movement, such as climb, tumble, and jump checks.
Techniques: Ki Jump, Ki Balance, Flying Strike
Obviously you'd need a bunch more techniques, and different fighting styles with different bonuses. But what do people think of the core mechanics here? The mixture of finisher and non-finisher techniques could (IMO) allow for a lot of flexibility in building your character, so that even within a given style different characters would play very differently.