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D&D monks and their lameness :)
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5375965" data-attributes="member: 1165"><p>That's been my experience.</p><p></p><p>Too much MAD. Your AC was also pathetic at lower levels.</p><p></p><p>Not enough <em>choice</em> in abilities. Immunity to poison might be powerful, but that doesn't mean a player wants it. And (according to folklore) powerful martial artists like Pei Mai could be killed by poison. (Or, depending on which story you like, he killed his twin brother with it and then replaced him.)</p><p></p><p>Low BAB (and this contributes to MAD). For a low BAB class, giving them Flurry of Blows at 1st-level was a ... bad idea.</p><p></p><p>Poorly-designed magic items. Your Amulet of Mighty Fists, Amulet of Natural Armor and Periapt of Wisdom all take up <em>the same slot</em>. The Amulet of Mighty Fists should have been a belt, IMO. Also, the Amulet of Mighty Fists was too expensive. (It costs triple the usual item cost; it should have been double.)</p><p></p><p>Very high speed... and the multiple attacks were a disincentive to use it. Or reverse. Again, <em>choice</em> would have been a good idea here. I would have traded out one for something useful.</p><p></p><p>The damage figures looked high, convincing DMs to fear the class. 2d10 base damage is high (and also ridiculous; that's more than a <em>greatsword!</em>), but between split stats and poor item choices, the actual modded damage figure will be quite low. Assuming you actually <em>hit</em>.</p><p></p><p>And the occasional overpoweredness. Using just core rules, a Mnk1/Druidx was ridiculously overpowered.</p><p></p><p>It's not like good martial artists couldn't be designed in the rules. D20 Modern had a <em>great</em> martial artist class. A typical combo, a Strong 3/Fast 3/Martial Artist x would have (compared to a heavy fighter) about the same attack bonus, possibly more speed (or evasion; <em>choice</em>), high Defenses, somewhat lower damage,* lower hit points and a lower Fortitude save. Higher speed contributed to the effectiveness of the amazingly awesome Flying Kick ability. Damage scaled sanely. Flurry of Blows was available at 10th-level at the very earliest.</p><p></p><p>*Mitigated somewhat by the sane damage progression. And sure you wouldn't hit as hard, but then neither would your enemy, who might spend most of their time prone, getting whacked anytime they try to get up.</p><p></p><p>There was even a prestige class which built on top of that, for people who wanted to play a mystical rather than a martial unarmed combat warrior.</p><p></p><p>The Midnight low magic setting had a pretty decent martial artist, called the "Defender", which also had (gasp) <em>choice</em> in how you built one.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5375965, member: 1165"] That's been my experience. Too much MAD. Your AC was also pathetic at lower levels. Not enough [i]choice[/i] in abilities. Immunity to poison might be powerful, but that doesn't mean a player wants it. And (according to folklore) powerful martial artists like Pei Mai could be killed by poison. (Or, depending on which story you like, he killed his twin brother with it and then replaced him.) Low BAB (and this contributes to MAD). For a low BAB class, giving them Flurry of Blows at 1st-level was a ... bad idea. Poorly-designed magic items. Your Amulet of Mighty Fists, Amulet of Natural Armor and Periapt of Wisdom all take up [i]the same slot[/i]. The Amulet of Mighty Fists should have been a belt, IMO. Also, the Amulet of Mighty Fists was too expensive. (It costs triple the usual item cost; it should have been double.) Very high speed... and the multiple attacks were a disincentive to use it. Or reverse. Again, [i]choice[/i] would have been a good idea here. I would have traded out one for something useful. The damage figures looked high, convincing DMs to fear the class. 2d10 base damage is high (and also ridiculous; that's more than a [i]greatsword![/i]), but between split stats and poor item choices, the actual modded damage figure will be quite low. Assuming you actually [i]hit[/i]. And the occasional overpoweredness. Using just core rules, a Mnk1/Druidx was ridiculously overpowered. It's not like good martial artists couldn't be designed in the rules. D20 Modern had a [i]great[/i] martial artist class. A typical combo, a Strong 3/Fast 3/Martial Artist x would have (compared to a heavy fighter) about the same attack bonus, possibly more speed (or evasion; [i]choice[/i]), high Defenses, somewhat lower damage,* lower hit points and a lower Fortitude save. Higher speed contributed to the effectiveness of the amazingly awesome Flying Kick ability. Damage scaled sanely. Flurry of Blows was available at 10th-level at the very earliest. *Mitigated somewhat by the sane damage progression. And sure you wouldn't hit as hard, but then neither would your enemy, who might spend most of their time prone, getting whacked anytime they try to get up. There was even a prestige class which built on top of that, for people who wanted to play a mystical rather than a martial unarmed combat warrior. The Midnight low magic setting had a pretty decent martial artist, called the "Defender", which also had (gasp) [i]choice[/i] in how you built one. [/QUOTE]
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