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<blockquote data-quote="TheCosmicKid" data-source="post: 7926630" data-attributes="member: 6683613"><p>I was referring to the difficult terrain/climbing option; there is no intimidate option in the version of the feature I read. You appear to have moved that up to Inevitability of Death. And I think I forgot to mention it in the first pass, but I'd prune that too. It's effectively a completely different feature, and the class is already getting a lot at 5th. It's a good idea for a subclass feature though: perhaps in a guild that revolves around using terror as a weapon, like the 3E ghost-faced killer. I ran one of those in a couple of one-shots -- pretty cool.</p><p></p><p>I would recommend keeping the shroud feature and dropping Expertise. Expertise is always a boring ability and sort of a kludge for saying "You're good at this". More unique and thematic ways of saying that are better, and shrouds definitely qualify. Plus, and I know you're tired of hearing this, but you really do need to take every opportunity to make this kit distinctive from the rogue.</p><p></p><p></p><p>There's a few things to keep in mind before comparing this sort of effect to Deflect Missiles:</p><ul> <li data-xf-list-type="ul">Melee attacks are more common than ranged attacks.</li> <li data-xf-list-type="ul">The monk is a melee class, so Deflect Missiles is not being used against whoever their primary target is.</li> <li data-xf-list-type="ul">The monk is balanced around making lots of weak(ish) attacks, so giving them an extra attack is less impactful than giving a one-big-attack class like the executioner an extra attack.</li> <li data-xf-list-type="ul">This extra monk attack can't carry their big bad rider effect, Stunning Fist, but Deadly Parry is a normal weapon attack that can carry shroud damage, Blood in the Cut, and any other riders.</li> </ul></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 7926630, member: 6683613"] I was referring to the difficult terrain/climbing option; there is no intimidate option in the version of the feature I read. You appear to have moved that up to Inevitability of Death. And I think I forgot to mention it in the first pass, but I'd prune that too. It's effectively a completely different feature, and the class is already getting a lot at 5th. It's a good idea for a subclass feature though: perhaps in a guild that revolves around using terror as a weapon, like the 3E ghost-faced killer. I ran one of those in a couple of one-shots -- pretty cool. I would recommend keeping the shroud feature and dropping Expertise. Expertise is always a boring ability and sort of a kludge for saying "You're good at this". More unique and thematic ways of saying that are better, and shrouds definitely qualify. Plus, and I know you're tired of hearing this, but you really do need to take every opportunity to make this kit distinctive from the rogue. There's a few things to keep in mind before comparing this sort of effect to Deflect Missiles: [LIST] [*]Melee attacks are more common than ranged attacks. [*]The monk is a melee class, so Deflect Missiles is not being used against whoever their primary target is. [*]The monk is balanced around making lots of weak(ish) attacks, so giving them an extra attack is less impactful than giving a one-big-attack class like the executioner an extra attack. [*]This extra monk attack can't carry their big bad rider effect, Stunning Fist, but Deadly Parry is a normal weapon attack that can carry shroud damage, Blood in the Cut, and any other riders. [/LIST] [/QUOTE]
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