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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2249671" data-attributes="member: 12332"><p>Per core, once you leave Monk you can never go back, as far as I know. FR introduced some specific things that let you multiclass between monk and a specific class by taking a feat or something and being part of a special group.</p><p></p><p>I've seen one or two non-pure monk builds ... mostly some people take Mnk 1 for the across-the-board Save boost and some unarmed damage for the off-days when the DM thinks he's being original and has everybody wake up in their skivvies under attack. I've played one monk, in a Psionics based campaign, as a Psionic Hole type. Anti-psionics feats up and down the board and insane grapple ability. Was a nice build until I realized that even with some specialized feats like Clever Wrestling, I could barely hold my own against Large creatures and was useless against anything bigger than that, while a regular ole' Fighter would have been useful every day including Sunday. Death on wheels against humanoid casters, though. Flash across the room, grapple ... that's all she wrote. </p><p></p><p>Then a dragon kicked our rears ... dragons really presuppose magic, I think, and the DM went Psionics-Only.</p><p></p><p>I'd leave Jedi out of a D&D game. There's alot of ways to make a D&D game your own, but the styles these two games were created for, while high powered, are pretty different. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2249671, member: 12332"] Per core, once you leave Monk you can never go back, as far as I know. FR introduced some specific things that let you multiclass between monk and a specific class by taking a feat or something and being part of a special group. I've seen one or two non-pure monk builds ... mostly some people take Mnk 1 for the across-the-board Save boost and some unarmed damage for the off-days when the DM thinks he's being original and has everybody wake up in their skivvies under attack. I've played one monk, in a Psionics based campaign, as a Psionic Hole type. Anti-psionics feats up and down the board and insane grapple ability. Was a nice build until I realized that even with some specialized feats like Clever Wrestling, I could barely hold my own against Large creatures and was useless against anything bigger than that, while a regular ole' Fighter would have been useful every day including Sunday. Death on wheels against humanoid casters, though. Flash across the room, grapple ... that's all she wrote. Then a dragon kicked our rears ... dragons really presuppose magic, I think, and the DM went Psionics-Only. I'd leave Jedi out of a D&D game. There's alot of ways to make a D&D game your own, but the styles these two games were created for, while high powered, are pretty different. --fje [/QUOTE]
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