Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Giving the monk more choices: the Mystic, version 1.6 -- post #41
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cheiromancer" data-source="post: 2282246" data-attributes="member: 141"><p>I concur with the fuindordm's idea about the weakened deathward for the 12th level ability.</p><p></p><p>I also like his feign death, levitation, and asceticism powers.</p><p></p><p>The constant endure elements, however, would seem to be subsumed under resistance; maybe endure elements would be a pre-requisite?</p><p></p><p>Endure elements would be a weak ability, perhaps a 3 or so, and feign death shouldn't be much higher than 5 on the scale. I don't think that that the abilities already in the draft should be pushed any higher. That means that we will need to "double up" some of the early powers; more than one powers whose pre-requisite (level + wisdom modifier) is the same.</p><p></p><p>I am still unsure what to do with the water walking/running ability. On the one hand, it seems plausible that only by running very fast can a mystic cross a liquid surface; but the rules give penalties to balance checks when moving quickly. According to the rules, it should be easier to stand on water than to run across it. But if this is right, then a movement bonus shouldn't help you, which differs from my current formulation. Instead, the levitation power would seem to be relevant.</p><p></p><p>Maybe a jump check would be better than a balance check; in the RAW a boost to your movement rate automatically boosts your jump check (but not enough- an extra bonus would have to apply). Crossing water would thus be jumping across it, and you are maintaining your height be kicking the water here and there. I'm going to have to play with the numbers a little.</p><p></p><p>I think we should be careful to include a lawful requirement to a few more abilities. The force of will mental defense (however it ends up) might require the self-discipline of a lawful alignment. The DR idea might be 1/chaotic instead of 1/-, and not function for non-lawful mystics.</p><p></p><p>We might also tie a few powers to particular paths. Powerful abilities can be limited to one or two paths, and weak paths can be strengthened by having powers exclusive to them. Some powers and paths might be incompatible, though none spring to mind. I wouldn't want to overdo these links, but a little would add flavor while improving balance.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 2282246, member: 141"] I concur with the fuindordm's idea about the weakened deathward for the 12th level ability. I also like his feign death, levitation, and asceticism powers. The constant endure elements, however, would seem to be subsumed under resistance; maybe endure elements would be a pre-requisite? Endure elements would be a weak ability, perhaps a 3 or so, and feign death shouldn't be much higher than 5 on the scale. I don't think that that the abilities already in the draft should be pushed any higher. That means that we will need to "double up" some of the early powers; more than one powers whose pre-requisite (level + wisdom modifier) is the same. I am still unsure what to do with the water walking/running ability. On the one hand, it seems plausible that only by running very fast can a mystic cross a liquid surface; but the rules give penalties to balance checks when moving quickly. According to the rules, it should be easier to stand on water than to run across it. But if this is right, then a movement bonus shouldn't help you, which differs from my current formulation. Instead, the levitation power would seem to be relevant. Maybe a jump check would be better than a balance check; in the RAW a boost to your movement rate automatically boosts your jump check (but not enough- an extra bonus would have to apply). Crossing water would thus be jumping across it, and you are maintaining your height be kicking the water here and there. I'm going to have to play with the numbers a little. I think we should be careful to include a lawful requirement to a few more abilities. The force of will mental defense (however it ends up) might require the self-discipline of a lawful alignment. The DR idea might be 1/chaotic instead of 1/-, and not function for non-lawful mystics. We might also tie a few powers to particular paths. Powerful abilities can be limited to one or two paths, and weak paths can be strengthened by having powers exclusive to them. Some powers and paths might be incompatible, though none spring to mind. I wouldn't want to overdo these links, but a little would add flavor while improving balance. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Giving the monk more choices: the Mystic, version 1.6 -- post #41
Top