(Psi)SeveredHead
Adventurer
JVisgaitis, are you publishing your martial artist sometime?
hong said:I never said that the monk's noncombat abilities were irrelevant. I said that for many people, the defining characteristic of the monk was the unarmed combat schtick. When they talk about what their monk character does, it generally starts off with "he doesn't use weapons". Another defining characteristic is self-sufficiency: "he doesn't need items".
Neither of these concepts is particularly out of place for your typical D&D campaign, even one that self-consciously emulates medieval Europe.
Yes, because on the one hand, you have said that it's not geographical separation that counts, it's mythic theme; then when people have mentioned how D&D draws from myths as disparate as Arab, ancient Greek and African, you say it's because these Europeans had heard of these places. Like Europeans had never heard of Cathay before 1975.... or was it because these places weren't too far away from Europe? But I thought it wasn't geography that was your beef?
Hercules killed the Nemean lion with bare hands. There is an Olympic sport called "Greco-Roman wrestling", even.
I suppose now you'll be saying that ancient Greece doesn't count as European or something.
Then you're not trying hard enough. What exactly is mythic European about shapeshifting priests of "nature"?
How about pseudo-kenderish halflings who don't share anything with the Tolkien original except the name and the height?
How about (hoary old example follows -->) flying, teleporting, blasting wizards?
And I haven't even got to the funky creatures in the MM. After all that, a guy with the ability to punch people to death should be easy-peasy. I do hope you're not implying that white men never figured out how to punch people to death.
Yes, the monk is based on (movies of) Asian stories of martial artists doing crazy kung fu things. But who gives a damn what it's based on?
The important thing is what it represents in-game,
whatever may have caused some designer somewhere to think of it in the first place. There's nothing stopping you redefining the monk's backstory to be whatever you please, whether it's for one PC or the class as a whole.
The ability to distinguish flavour text from mechanics is considered a prerequisite to discussing classes in a sensible manner, yes. Notice that I said that the flavour text involving ki could be ignored. I didn't say anything about ignoring the _mechanics_ themselves.
So, please post your marvellous demonstration that colour-reversed, spider-worshipping elves
(or floating eyeballs of destruction, or flying rainbow serpents, or brain-eating, squid-headed people)
People can be stupid. It's not a crime.
That was fast. I wasn't expecting the obfuscation to come in for another six posts.
No. And D&D defines multiplication as addition. Your point is what, exactly?
Ah, right. So your real beef with the class is not its weird abilities, or its lack of options, or even its flavour text, but its name.
It's good to see such substantive issues being debated in depth on this here mailing list. Perhaps we could rename the class "George" and we could get back to arguing about how rangers got teh shaft.
Aaron L said:Wow, are you peoples campaign worlds COMPLETELY European flavored from pole to pole?
It just seems kinda... limiting to me. I try to include as much diversity as I can in my games.
fusangite said:Campaigns that rely exclusively on the core rules tend to be that way because the core rules are overwhelmingly European-flavoured.
fusangite said:That's interesting. You see when I talk with people about a class, typically the shorthand we use is: what real-world thing is the class like? The people I'm around would describe a paladin as "kind of like a grail knight," or a barbarian as "like a Norse berserker." I think most people who play D&D use archetypal rather than technical descriptions when explaining a class to people who do not already play the game.
Actually, the not using weapons and armour is. There is a distinct lack of European myth that depicts heroes who do not use weapons. In my view, that's significant. Just as, even though there were Christians in medieval China, there is a distinct lack of Oriental myths of Christian saints, the simple fact that by scouring the historical record one can find unarmed fighting disciplines outside of East Asia does not mean that the heroic unarmed fighter is part of the European mythic tradition.
Is there any way in which your two examples are more like the monk class than they are like a fighter with the Improved Unarmed Strike feat? (In the case of the wrestlers, I would suggest that Improved Grapple might also be necessary.)
Now let's try this with a 4th level fighter: how would adopting the feats Improved Unarmed Strike, Improved Grapple, Weapon Focus (Unarmed), Weapon Specialization (Unarmed), Power Attack and Cleave be less effective in representing what you want?
Of course, here's the bigger problem with your example. The unarmed fighting that so impressed the Mediterranean world and resulted in the widespread construction of trendy gynmasiums did not really survive the conversion to Christianity and the collapse of the empire in the West. So, in order to really make these Greek character archetypes work, one couldn't use D&D from the book anyway. Plate and chain armour would have to be abolished, the Paladin class removed, etc.
Furthermore, gymnasium/Olympic wrestling was a leisure activity of the very rich -- like most Olympic events were until the 1960s. Thus, the idea of a professional wrestler in the the classical or Roman periods would be anathema culturally.
I don't need to because based on the other things that Hercules could do, it is perfectly clear that he is far better represented by the fighter class than the monk class.
All three of these are common forms of magic in European tradition. While saints were as, or more likely, to pull these things off, many of these things were indeed things Europeans imagined people versed in magic could do. Flight, bilocation and fiery evocations are all things that crop up again and again in European mythology, as does the idea of the mage.
I'll repeat this for emphasis: How do Improved Unarmed Strike, Weapon Focus (Unarmed), Weapon Specialization (Unarmed), Greater Weapon Focus (Unarmed) and Greater Weapon Specialization (Unarmed) not get the job done? If you do that, then when one reads about Beowulf or Hercules wrestling some horrible creature, him picking up a sword in the next scene makes a whole lot more sense than if one depicts this person as a monk who doesn't have proficiency in that weapon.
People who have different gaming priorities than you do. Remember, I'm making the case that the monk does not belong in the core rules, not that we shouldn't have them.
I agree. But for many people, what something represents is the archetype to which it refers. What do you mean by "represent"?
Actually, both things are part of the rules.
But regardless of how much you circumscribe your definition of what "the rules" actually are, the monk class remains problematic.
The idea of evil or dark elves is represented in Norse myth. Change their god and you're good to go.
Well, (a) I don't use those things, (b) I agree that the Ogre Mage, Couatl and about a half-dozen other monsters, again, should not appear in the core but instead show up in books for alternative settings but these monsters comprise about the same proportion of those in the manual as monks do of the core classes, (c) while I don't use beholders or mind flayers, the situation is not analogous because they don't refer to any mythic tradition; they're just made up. I don't have any special problem with things from outside European culture in D&D, provided that they don't strongly refer to another incompatible culture/myth system.
This is true in the game's mechanics, not in its setting. 2x2x100gp=400gp not 300gp. The fact that multiplication works that way in the mechanics has no implications for setting.
Actually, I think I can have a problem with all of the above. My problem is that the class screams "Hi! I'm a Shaolin Monk!" the fact that the class is refered to as a "monk" is one of the pieces of evidence that makes my case.
You make a case in defense of the monk class on the grounds that nearly everything about the class including its name, the names of all of its powers and many of those powers themselves have nothing to do with the class.
My case is: the monk class does not fit in games consistent with European mythic tradition. The fact that "monk" means something in European tradition that is radically unlike the monk presented in the rules mean that yes, the name of the class is relevant.
Do a little experiment for me. Pick random words from the dictionary and replace the names of all the classes in the core rules with them. For instance, you could call Fighters Tea-Cozies; you could call Rangers Pustules; you could call Rogues Knurls. What the heck, you could even do it with monsters; you could call that weird golem you invented a few weeks ago an Armchair. Let me know if this has any impact on your players' enjoyment of the game.
Now this I can agree with: _if_ you want to run a game with strong emphasis on historical authenticity, the monk is caught in the middle. But such a game is going to have lots of problems to deal with anyway....fusangite said:Campaigns that rely exclusively on the core rules tend to be that way because the core rules are overwhelmingly European-flavoured. My argument is not that I don't want to use D&D to do Asian-style stuff but that in order to do that stuff, additional materials beyond the core rules are required. This puts the monk in a crappy position: listed in the core rules but not supported with enough relevant material. There are two solutions to this: eliminate the monk from the core rules or add more Asian stuff to the core rules so the monk fits in. Either solution would be equally valid.