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*Pathfinder & Starfinder
Earth Variant Monk - Critiques?
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<blockquote data-quote="DamionW" data-source="post: 2694834" data-attributes="member: 18649"><p>Well, these are very valid points, but I think it should be referenced against what I'm trying to do here.  I'm not looking to balance these clsses for PvP; I'm trying to balance variant class vs RAW class.  The anti-elemental aspects just came from the idea of what struggles have been going on in the campaign world.  That's usually been how fighting styles and weaponry has evolved: in response to the threat at hand.  When I do get a campaign started, I'm expecting there to be a cross section of several different elements.  Just because there's a wind ranger and a earth monk in the same party I'm not going to mandate they go at it right away because that's what they're designed for.  They will naturally feel a distrust because they're natural enemies, but that's just RP opportunities for them to develop a kinship over time (a la Gimli/Legolas).</p><p></p><p>The only reason I'm doing these variants at all is to make the campaign world more my own.  If forests are few and far between, but I like the stalker/hunter feel of a ranger, how do I make it fit into one of the elemental cultures?  Well if I alter their spell list and some of their combat style abilities (thanks Kisanji) I can make them have more of a Wind feeling.  If there are no real undead wandering around and demons/devils are few and far between, how would paladins look?  Well there are sure a lot of Fire creatures burning crop land, and that's something a common man would appreciate a holy crusader putting a stop to, so let's make paladins water-based.  Barbarians are typically savage and come from wild, orc-dominated lands.  Well the orcs in my world chose to worship fire because its powerful and destructive, and the lands they live in are the most ashen, savage place of all.  Model their rage as a flame that they can keep throwing psychological "logs" onto and you can make a fire barbarian.  As for the monks, they are very rigid orderly warriors that try and improve themselves.  Well, the Earth cultures in my game are the most lawful and most monastaries I imagine in my head are on cliffsides, so I make these warriors to both be rigid like a rock yet fast like the chaotic air characters that fight the earth characters.  Hence the earth monk.</p><p></p><p>So, these classes don't exist to specifically take down the other class.  Not every barbarian is going to go hunt down paladins and try and kill them, nor windstalkers go hunting down earth monks.  They just happen to come from cultures that regularly struggle with each other, so that's how much of their combat ability would be geared.  In the end though, I'm only hoping to make valid replacements for the core classes that look like cool elemental versions, but don't pigeonhole characters into picking one or the other because it's too powerful to pass up.</p></blockquote><p></p>
[QUOTE="DamionW, post: 2694834, member: 18649"] Well, these are very valid points, but I think it should be referenced against what I'm trying to do here. I'm not looking to balance these clsses for PvP; I'm trying to balance variant class vs RAW class. The anti-elemental aspects just came from the idea of what struggles have been going on in the campaign world. That's usually been how fighting styles and weaponry has evolved: in response to the threat at hand. When I do get a campaign started, I'm expecting there to be a cross section of several different elements. Just because there's a wind ranger and a earth monk in the same party I'm not going to mandate they go at it right away because that's what they're designed for. They will naturally feel a distrust because they're natural enemies, but that's just RP opportunities for them to develop a kinship over time (a la Gimli/Legolas). The only reason I'm doing these variants at all is to make the campaign world more my own. If forests are few and far between, but I like the stalker/hunter feel of a ranger, how do I make it fit into one of the elemental cultures? Well if I alter their spell list and some of their combat style abilities (thanks Kisanji) I can make them have more of a Wind feeling. If there are no real undead wandering around and demons/devils are few and far between, how would paladins look? Well there are sure a lot of Fire creatures burning crop land, and that's something a common man would appreciate a holy crusader putting a stop to, so let's make paladins water-based. Barbarians are typically savage and come from wild, orc-dominated lands. Well the orcs in my world chose to worship fire because its powerful and destructive, and the lands they live in are the most ashen, savage place of all. Model their rage as a flame that they can keep throwing psychological "logs" onto and you can make a fire barbarian. As for the monks, they are very rigid orderly warriors that try and improve themselves. Well, the Earth cultures in my game are the most lawful and most monastaries I imagine in my head are on cliffsides, so I make these warriors to both be rigid like a rock yet fast like the chaotic air characters that fight the earth characters. Hence the earth monk. So, these classes don't exist to specifically take down the other class. Not every barbarian is going to go hunt down paladins and try and kill them, nor windstalkers go hunting down earth monks. They just happen to come from cultures that regularly struggle with each other, so that's how much of their combat ability would be geared. In the end though, I'm only hoping to make valid replacements for the core classes that look like cool elemental versions, but don't pigeonhole characters into picking one or the other because it's too powerful to pass up. [/QUOTE]
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