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DM versus Drunken Master, Help please !
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<blockquote data-quote="Grogg of the North" data-source="post: 6319499" data-attributes="member: 6682960"><p>Let's go through your questions in order:</p><p></p><p>1) The drunken master's whole thing is that he's staggering around swinging beer bottles, chairs, and everything in reach. I would just ignore the -4 penalty to improvised weapons. That's the drunken master's thing and it's, in my opinion, implied that the drunken master isn't taking that penalty. If you feel that he needs to pay to get around the -4, there is a feat in pathfinder called Improvised Weapon Mastery. I strongly recommend against doing that. You'd be hitting your player with a feat tax. </p><p></p><p>2) Booze! Well, we can cheat this a little by looking at the real world. One 12 oz beer (~5% ABV) is equal to one shot of hard liquor (45 ml at 40% ABV) is equal to 4 to 5 oz of wine (~10% ABV)*. Now, drunken master has some rules on what you can drink as a move action. But you're the DM! So screw the rules! </p><p></p><p>You have a couple options:</p><p></p><p>-Allow the drunken master to drink a more powerful drink in a move action using the equivalencies above.</p><p>-Allow the time it takes to drink to diminish as the drunken master levels up. Something like swift action at level 4 and then a free action at level 7. </p><p>-I could have sworn I had a third idea. But it's left me. It obviously wasn't that good then. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>3) Improved Natural Attack is the go to feat for monks. Gaining reliable access to Enlarge Person works too. Or if you can somehow get access to Greater Mighty Wallop or Giant Form. In the past, I've allowed monks to pick up magical gloves that allow the monk to deal unarmed strike damage but gain things like the fiery weapon enhancement. Out of curiosity, did your drunken master take Improved Grapple or Stunning Fist? There are a lot of things that you can feed Stunning Fist into, other than just stunning (which is totally awesome and you should be doing it anyway!). </p><p></p><p>4) I wouldn't house rule much about drunken master. I might put a few encounters in that play to his strengths though, such as his Stagger ability or even his Breath of Fire. Or even just some roleplaying encounters. If you have access to the Shackled City Adventure Path, take a look at the Flood Festival and Drink Down the Flood drinking contest in there. Finally, talk with your drunken master. Is there something that (s)he wants or feels frustrated about? I wouldn't want to start fiddling with someone's class without talking to them about it first!</p><p> </p><p>* I found these equivalencies online. I make no claim to their accuracy but they sound about right from the "alcohol is bad" talk I got in health class.</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 6319499, member: 6682960"] Let's go through your questions in order: 1) The drunken master's whole thing is that he's staggering around swinging beer bottles, chairs, and everything in reach. I would just ignore the -4 penalty to improvised weapons. That's the drunken master's thing and it's, in my opinion, implied that the drunken master isn't taking that penalty. If you feel that he needs to pay to get around the -4, there is a feat in pathfinder called Improvised Weapon Mastery. I strongly recommend against doing that. You'd be hitting your player with a feat tax. 2) Booze! Well, we can cheat this a little by looking at the real world. One 12 oz beer (~5% ABV) is equal to one shot of hard liquor (45 ml at 40% ABV) is equal to 4 to 5 oz of wine (~10% ABV)*. Now, drunken master has some rules on what you can drink as a move action. But you're the DM! So screw the rules! You have a couple options: -Allow the drunken master to drink a more powerful drink in a move action using the equivalencies above. -Allow the time it takes to drink to diminish as the drunken master levels up. Something like swift action at level 4 and then a free action at level 7. -I could have sworn I had a third idea. But it's left me. It obviously wasn't that good then. :P 3) Improved Natural Attack is the go to feat for monks. Gaining reliable access to Enlarge Person works too. Or if you can somehow get access to Greater Mighty Wallop or Giant Form. In the past, I've allowed monks to pick up magical gloves that allow the monk to deal unarmed strike damage but gain things like the fiery weapon enhancement. Out of curiosity, did your drunken master take Improved Grapple or Stunning Fist? There are a lot of things that you can feed Stunning Fist into, other than just stunning (which is totally awesome and you should be doing it anyway!). 4) I wouldn't house rule much about drunken master. I might put a few encounters in that play to his strengths though, such as his Stagger ability or even his Breath of Fire. Or even just some roleplaying encounters. If you have access to the Shackled City Adventure Path, take a look at the Flood Festival and Drink Down the Flood drinking contest in there. Finally, talk with your drunken master. Is there something that (s)he wants or feels frustrated about? I wouldn't want to start fiddling with someone's class without talking to them about it first! * I found these equivalencies online. I make no claim to their accuracy but they sound about right from the "alcohol is bad" talk I got in health class. [/QUOTE]
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