Okay I hereby specify that.You didn't specify that. The rules have dropped that flavour. It might help people if the name was changed for the benefit of those people who don't read the current class descriptions.
Okay I hereby specify that.You didn't specify that. The rules have dropped that flavour. It might help people if the name was changed for the benefit of those people who don't read the current class descriptions.
I wouldn't say Monks are problematic mainly because I hate that word, but if I told my players I was running adventures in Kara-Tur and someone showed up with an Eagle Knight from Maztica I'd be fairly unhappy. I'd be equally unhappy with a player who brought in an Arthurian style knight in shining armor character. It's not about realism or anything, it's about the tone of the campaign. But then again it can be fun to mix things up. Red Sun starred Charles Bronson and Torshio Mifune and it was about a samurai in the old west on a quest to recover a stolen sword. Good times.I don't understand why monks are problematic when most D&D settings are effectively global, if not interplanetary or interdimensional. Like in Forgotten Realms it's possible to get on a space ship and fly to another planet, or open a portal to Hell and go shopping in the literal City of Dis.
Why? People have always travelled, especially adventurers, and stories about people from one culture encountering another are commonplace.but if I told my players I was running adventures in Kara-Tur and someone showed up with an Eagle Knight from Maztica I'd be fairly unhappy. I'd be equally unhappy with a player who brought
Oh so you actually adore them!I am to Monks as Snarf is to Bards.
Chang cheh’s Marco Polo is a good example of a character from the west in an Asian settingI wouldn't say Monks are problematic mainly because I hate that word, but if I told my players I was running adventures in Kara-Tur and someone showed up with an Eagle Knight from Maztica I'd be fairly unhappy. I'd be equally unhappy with a player who brought in an Arthurian style knight in shining armor character. It's not about realism or anything, it's about the tone of the campaign. But then again it can be fun to mix things up. Red Sun starred Charles Bronson and Torshio Mifune and it was about a samurai in the old west on a quest to recover a stolen sword. Good times.
They were in oD&D, AD&D, and BECMI (there called 'mystic') in roughly the same form. 2e made monk 'kits' for most classes and introduced martial arts concurrently but tied to expending weapon proficiency slots instead of a discrete class.Maybe it's because they sucked so much in the first edition of AD&D? I don't remember them at all from 2nd edition, though it's possible they were introduced in a supplement I didn't own, but I do remember being blissfully Monk-free until 2000 and the Monk reared it's ugly, quivering palm in 3rd edition.
* I see the Monk was inspired by a series of books called The Destroyers, one of which was adapted into the classic movie Remo Williams: The Adventure Begins in 1985 and Captain Janeway costars.
While the Monk class can encompass a wide swath of non-Asian warriors, the fact is, the class has always been very heavily coded and marketed as "Kung Fu Guys", I mean, look at most of the Monk art that's been produced over the years. Or the need for some older editions to add every wacky martial arts "weapon" (sometimes using the term very loosely) to the game!
it is not designed to mimic east Asian martial arts very well and certainly not the story versions from legends, books and visual media.
The quiet parts out loud is that the Monk class was based on a 1970s Western pop culture pastiche of wuxia media and (Eastern) martial arts tropes and legend, as seen through the lens of a 25 year old fanboy (Brian Blume). Yes, The Destroyer series is the referenced direct inspiration, but everything from Kung Fu to old samurai movies* are in the mix. It is a grab bag of tropes that seemed iconic at the time that got written down and ossified into the game.the quiet part out loud.
I'm with you on not liking monks in the pseudo-medieval fantasy that is D&D. They just don't fit the vibe.
I don't understand why monks are problematic when most D&D settings are effectively global, if not interplanetary or interdimensional.
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Here's the other quiet part out loud: -- Some people like playing quasi-medieval Europe* if magic and mythical creatures were real (plus exceptions A, B, and C); and some people like playing globetrotting (if not planehopping) adventures. Early D&D certainly did conform a lot more to the former than modern versions -- except for all the exceptions. The monster manual certainly never shied away from including whatever Japanese or Native American critter Gygax thought interesting. However, character creation did lean heavily on knights in shining armor and pointy hat wizards... but then monks and psionics.{and forth}
In the game? In the game at all, yes, monks are here to stay. Do you need to have them in your game/utilize them heavily? No. Plenty of people don't use psionics or artificers (or only have them around when someone wants to play one, etc.).After more than thirty years of playing D&D off an on, it's time I just accept that Monks are here to stay.
If 3E 3PP are any indication, plenty of people have been willing to do the legwork. None of them have gained universal traction. I think that's the underlying problem with 'fixing' the monk -- much like psionics, no two gamers agree on what they want out of them. So even though the current product is unsatisfactory, there isn't a strong incentive to greatly reexamine it.the problem is more that no one seems to be willing to do the leg work of explain the basic metaphysics the makes these things tick and then just work outwards.
I would argue that clerics are at least as much a lift, at least the ones we landed on with late 1E-modern D&D. Clerics from oD&D, early AD&D, and the B-BECM lines were pretty generic -- they tended to worship 'gawds*.' However, once settings like the Greyhawk and Forgotten Realms boxed sets came out, you got whole pantheons and clerics started choosing gods and then eventually other PCs were encouraged to choose their own specific god within the pantheon**. To my mind, that's more worldbuilding requirement for a given class than monks, druids, or paladins have. We're just really really used to it.And before anyone says "it's not that hard/just do X,Y,Z", just keep in mind that few other classes ask you to go out of your way to make room for them.
All you need for Clerics is Gods willing to reward faith. All you need for Barbarians are tough people who live in harsh environments. All you need for Wizards is people who can learn magic from books.
counterpoint ninja are cool and based on their myths are the thing elves would totally inventCause when you tell your players you're excited to run an adventure about knights in shining armor with dragons and wizards and elves---and then Ben shows up with a ninja. Thanks Ben. I guess you're just payin' me back for showing up with a knight in shining armor to your Legend of the Five Rings campaign.
Look, you can go to the planes before level 5, but surely not another country. Those sailing ships and mounts are only for combat!Why? People have always travelled, especially adventurers, and stories about people from one culture encountering another are commonplace.
But the Eagle Knight is culturally specific. The monk has had what faint cultural baggage it ever had stripped away. A better comparison would be if the Eagle Knight had the word “Eagle” removed.
I think this is the thing that makes Monk work for me and not for you.I wouldn't say Monks are problematic mainly because I hate that word, but if I told my players I was running adventures in Kara-Tur and someone showed up with an Eagle Knight from Maztica I'd be fairly unhappy. I'd be equally unhappy with a player who brought in an Arthurian style knight in shining armor character. It's not about realism or anything, it's about the tone of the campaign. But then again it can be fun to mix things up. Red Sun starred Charles Bronson and Torshio Mifune and it was about a samurai in the old west on a quest to recover a stolen sword. Good times.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.