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D&D Next Q&A - 11/29/12
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<blockquote data-quote="I'm A Banana" data-source="post: 6056643" data-attributes="member: 2067"><p>I think all those ideas are cool, but they belong further down the pipeline for the monk. The first iteration of the monk should be focused on the main archetype of the monk, and additional fighting styles are pretty superfluous.</p><p></p><p>But that doesn't limit what the monk can grow to include later.</p><p></p><p>Their answer to the question of spells is pretty spot-on, but it'll be a problem if the game doesn't include robust rules for random encounters and adventure-based penalties.</p><p></p><p>"Oh, no, the Wizard attracted some goblins, guess we have to harvest their bonus XP and heal up to full after the combat like it never happened, since we don't have a rogue. Such a <em>problem</em>."</p><p></p><p>The issue with using that as a balancing mechanism in earlier e's was that aside from 1e, it was pretty much up to DM whim when you had an encounter anyway, and as the game became more encounter-focused, it pretty much meant that unless it killed you, the encounter was only an excuse to get some extra XP -- the lasting penalties dropped lower and lower as the editions trundled on. </p><p></p><p>If they're solvin' those problems, though....awesome. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6056643, member: 2067"] I think all those ideas are cool, but they belong further down the pipeline for the monk. The first iteration of the monk should be focused on the main archetype of the monk, and additional fighting styles are pretty superfluous. But that doesn't limit what the monk can grow to include later. Their answer to the question of spells is pretty spot-on, but it'll be a problem if the game doesn't include robust rules for random encounters and adventure-based penalties. "Oh, no, the Wizard attracted some goblins, guess we have to harvest their bonus XP and heal up to full after the combat like it never happened, since we don't have a rogue. Such a [I]problem[/i]." The issue with using that as a balancing mechanism in earlier e's was that aside from 1e, it was pretty much up to DM whim when you had an encounter anyway, and as the game became more encounter-focused, it pretty much meant that unless it killed you, the encounter was only an excuse to get some extra XP -- the lasting penalties dropped lower and lower as the editions trundled on. If they're solvin' those problems, though....awesome. :) [/QUOTE]
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D&D Next Q&A - 11/29/12
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