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D&D Older Editions, OSR, & D&D Variants
Draft for a 4E monk
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<blockquote data-quote="Cadfan" data-source="post: 4151044" data-attributes="member: 40961"><p>Alright, I wrote up a review, but then I lost it all when the forum was weird. So I'm going to do a quick rewrite, which basically means I'm going to leave out all the stuff I liked, and just include the dislikes because those are more interesting to talk about.</p><p></p><p>1. +Wis to defense and +2 to ac seems like overkill. Pick one?</p><p>2. "Half damage on a miss" works well with powers where all the damage is typed and comes from a single source. But with weapon attacks it might not work so well. It might interact poorly with things like flaming weapons, items that boost damage, etc. Plus, it makes you roll damage even on a miss, which is kind of awkward in my view. Why not make it dexterity modifier in damage on a miss? That's close to the same amount anyways, and doesn't require a calculation. I'd suggest that for every power with half damage on a miss.</p><p>3. Flying Daggers Technique is too good. Its the rogue's precise strike, plus a REALLY good extra in that you can roll twice. Powers that are strictly superior to already existing powers usually aren't good ideas.</p><p>4. Mantis Leap has some wording issues. How do you calculate a straight line on a grid? Why not just let the monk move however he pleases, and let opportunity attacks sort out the details.</p><p>5. Does Wholeness of Body allow you to roll saves for every negative effect on you, or just one per use?</p><p>6. The damage on Thousand Stars is really low. Remember, 2[W] when you're using daggers or shuriken is very small. Rogues can get away with that sort of thing because they then add sneak attack, but monks don't. I'd go ahead and up it to 3[W]. It may look powerful on paper, but really its just like 3d4 damage. Compare to Stunning Fist, which will be doing 3d8+wis at level 1.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4151044, member: 40961"] Alright, I wrote up a review, but then I lost it all when the forum was weird. So I'm going to do a quick rewrite, which basically means I'm going to leave out all the stuff I liked, and just include the dislikes because those are more interesting to talk about. 1. +Wis to defense and +2 to ac seems like overkill. Pick one? 2. "Half damage on a miss" works well with powers where all the damage is typed and comes from a single source. But with weapon attacks it might not work so well. It might interact poorly with things like flaming weapons, items that boost damage, etc. Plus, it makes you roll damage even on a miss, which is kind of awkward in my view. Why not make it dexterity modifier in damage on a miss? That's close to the same amount anyways, and doesn't require a calculation. I'd suggest that for every power with half damage on a miss. 3. Flying Daggers Technique is too good. Its the rogue's precise strike, plus a REALLY good extra in that you can roll twice. Powers that are strictly superior to already existing powers usually aren't good ideas. 4. Mantis Leap has some wording issues. How do you calculate a straight line on a grid? Why not just let the monk move however he pleases, and let opportunity attacks sort out the details. 5. Does Wholeness of Body allow you to roll saves for every negative effect on you, or just one per use? 6. The damage on Thousand Stars is really low. Remember, 2[W] when you're using daggers or shuriken is very small. Rogues can get away with that sort of thing because they then add sneak attack, but monks don't. I'd go ahead and up it to 3[W]. It may look powerful on paper, but really its just like 3d4 damage. Compare to Stunning Fist, which will be doing 3d8+wis at level 1. [/QUOTE]
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Draft for a 4E monk
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