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Building a better Monk
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<blockquote data-quote="doctorbadwolf" data-source="post: 7159168" data-attributes="member: 6704184"><p>I disagree with every statement here. </p><p></p><p>The fighter is bland because it has core features. The base class could easily be based on simple, flavor neutral, stances, and be vastly less bland while supporting just as many archetypes. </p><p></p><p>But yeah, the class also eats a bunch of concepts that have plenty of depth and variation within themselves to fill their own class. Honestly, barring my other idea, take the extra feats out of the fighter and make the subclasses bigger to fill the space. Let the fighter be the one class that is more subclass than core class. </p><p></p><p>The mystic has some overlap with the monk, but it isn't the same concept, and the monk doesn't fit in a mystic subclass. The soulknife kinda does, but I would rather have had that as a type of monk, so it's base was more oriented toward melee combat than pseudo-casting. </p><p></p><p>The monk isn't a mystic that happens to be able to hit things. It's an equal and inseparable blend of mysticism and martial prowess. The two are intertwined so that the monk is a <em>mystical melee combatant. </em> just like the paladin is a divine melee combatant.</p><p></p><p>cultural "baggage" should absolutely inform classes. It informs most of the classes as it is. The game is heavily steeped in European cultural artifacts and history, folklore, etc. </p><p></p><p>the game should not shy away from inspiration from non European cultures.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7159168, member: 6704184"] I disagree with every statement here. The fighter is bland because it has core features. The base class could easily be based on simple, flavor neutral, stances, and be vastly less bland while supporting just as many archetypes. But yeah, the class also eats a bunch of concepts that have plenty of depth and variation within themselves to fill their own class. Honestly, barring my other idea, take the extra feats out of the fighter and make the subclasses bigger to fill the space. Let the fighter be the one class that is more subclass than core class. The mystic has some overlap with the monk, but it isn't the same concept, and the monk doesn't fit in a mystic subclass. The soulknife kinda does, but I would rather have had that as a type of monk, so it's base was more oriented toward melee combat than pseudo-casting. The monk isn't a mystic that happens to be able to hit things. It's an equal and inseparable blend of mysticism and martial prowess. The two are intertwined so that the monk is a [I]mystical melee combatant. [/I] just like the paladin is a divine melee combatant. cultural "baggage" should absolutely inform classes. It informs most of the classes as it is. The game is heavily steeped in European cultural artifacts and history, folklore, etc. the game should not shy away from inspiration from non European cultures. [/QUOTE]
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