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Any good Homebrew Monk Variants? [3.5e]
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<blockquote data-quote="Sylrae" data-source="post: 4997905" data-attributes="member: 48520"><p>Hmm, in regards to that example I agree with you, but that is the sort of thing that can come up regularly (not that specific example), but lots of dangerous in-combat skill applications can come up.</p><p> </p><p> </p><p></p><p> </p><p>Hmm. What about jumping over someone and attacking in mid air? sliding between their legs and attacking them? Both give you the advantage of an attack and moving through the opponents square.</p><p> </p><p> </p><p> </p><p> I tend to do something similar. I think the reason it occurs so much in our games, is that when players are doing those things on purpose to gain an advantage (as opposed to just trying not to fall to their death) I tend to give lower DCs to encourage them to be interesting. I dont think I was even doing it on purpose, but thinking about it now I do.</p><p> </p><p>But yeah, the skills should definitely support active combat (I'm keeping the term, I like it, lol. The skills could all definitely use some reworking. Though your wagering system reference could work too.</p><p> </p><p> </p><p> I think he doesnt like the big immunities. I'm not a fan of full immunities much either (or any other total absolute). I'd probably allow them, but replace the immunities with something else, even a high resistance.</p><p> </p><p>When it comes to immunities I think it goes like this:</p><p> </p><p>If youre a construct (and most undead), youre immune to poison, disease, etc.</p><p>If youre an elemental, youre healed by your element.</p><p>Things that don't sleep at all are immune to sleep.</p><p> </p><p>Resistances are OK.</p><p> </p><p>I got this Idea from Frank and K's(I think) rules.</p><p></p><p>Very little in the way of absolutes. if you cut down on them more, its better.</p><p>Fire Giants? No Fire Immunity. But Fire resist 40+ sounds ok.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4997905, member: 48520"] Hmm, in regards to that example I agree with you, but that is the sort of thing that can come up regularly (not that specific example), but lots of dangerous in-combat skill applications can come up. Hmm. What about jumping over someone and attacking in mid air? sliding between their legs and attacking them? Both give you the advantage of an attack and moving through the opponents square. I tend to do something similar. I think the reason it occurs so much in our games, is that when players are doing those things on purpose to gain an advantage (as opposed to just trying not to fall to their death) I tend to give lower DCs to encourage them to be interesting. I dont think I was even doing it on purpose, but thinking about it now I do. But yeah, the skills should definitely support active combat (I'm keeping the term, I like it, lol. The skills could all definitely use some reworking. Though your wagering system reference could work too. I think he doesnt like the big immunities. I'm not a fan of full immunities much either (or any other total absolute). I'd probably allow them, but replace the immunities with something else, even a high resistance. When it comes to immunities I think it goes like this: If youre a construct (and most undead), youre immune to poison, disease, etc. If youre an elemental, youre healed by your element. Things that don't sleep at all are immune to sleep. Resistances are OK. I got this Idea from Frank and K's(I think) rules. Very little in the way of absolutes. if you cut down on them more, its better. Fire Giants? No Fire Immunity. But Fire resist 40+ sounds ok. [/QUOTE]
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