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Giving the monk more choices: the Mystic, version 1.6 -- post #41
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<blockquote data-quote="Cheiromancer" data-source="post: 2283285" data-attributes="member: 141"><p>That was my understanding too, for heart of fire, but I agree the wording might be ambiguous. As written it also has the odd feature that if an effect gives a save for half, the mystic will take damage, but if there is no save there is a good chance that the mystic will take no damage at all. If a mystic saves against inflict light wounds, she should take no damage at all. IMHO.</p><p></p><p>I'm trying to sort through the mechanics for jumping, to see if I can get something that suits me more for the Walk on Water mechanics. If someone is long-jumping their movement rate each round, they are only touching down momentarily. I propose that with the right DC, they can touch down on water or branches, and then jump right away again. I think I'm ok with that momentary touch being a balance check, but I feel that jumping and running should have a role to play too.</p><p></p><p>I don't think the reasoning was ever given, why mystics didn't need Wis = 10+spell level. It does seem strange that the mystics would be an exception to the rule, especially since Wisdom would seem to be their thing.</p><p></p><p>I like your comments about the contemplative path, and about merging scholar and lorekeeper. I don't think the mystic should have bardic abilities, though. I would rather they lost the perform skill.</p><p></p><p>I think too that the mystic has a physical discipline, not just a mental and spiritual discipline. Some kind of martial arts thing, even if it is disguised as "movement exercises." Although not all mystics will be able to dodge fireballs, I think they would know how to fall without hurting themselves too much.</p><p></p><p>And monk weapons, I think, were designed to mesh well with the "movement exercises"; mystics have a natural affinity for them. It is not like they have to train specially to use them; they pick them up and find it fits their hand, is balanced properly, etc.. So I would say that the weapon proficiencies should stay.</p><p></p><p>I also think that the mystic's discipline affects their physical form. This is obvious with the higher level abilities (especially empty body and perfect body, and in their resistance to disease and poison), but I think the transformation and purification of their bodies is also manifested in the fact that they fall more slowly than one might expect. If we could fit levitation in somehow, that would make it more obvious. </p><p></p><p>Furthermore, mystics are in harmony with the elements, so that the air holds them up and the ground does not punish them when they land on it from a height. The harmony with the elements is also a theme in the resistance power.</p><p></p><p>Not that your arguments don't have merit, but I think one can make a case for the opposite. It is not strictly necessary for a revised monk class to have all these features, but it is not inappropriate.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 2283285, member: 141"] That was my understanding too, for heart of fire, but I agree the wording might be ambiguous. As written it also has the odd feature that if an effect gives a save for half, the mystic will take damage, but if there is no save there is a good chance that the mystic will take no damage at all. If a mystic saves against inflict light wounds, she should take no damage at all. IMHO. I'm trying to sort through the mechanics for jumping, to see if I can get something that suits me more for the Walk on Water mechanics. If someone is long-jumping their movement rate each round, they are only touching down momentarily. I propose that with the right DC, they can touch down on water or branches, and then jump right away again. I think I'm ok with that momentary touch being a balance check, but I feel that jumping and running should have a role to play too. I don't think the reasoning was ever given, why mystics didn't need Wis = 10+spell level. It does seem strange that the mystics would be an exception to the rule, especially since Wisdom would seem to be their thing. I like your comments about the contemplative path, and about merging scholar and lorekeeper. I don't think the mystic should have bardic abilities, though. I would rather they lost the perform skill. I think too that the mystic has a physical discipline, not just a mental and spiritual discipline. Some kind of martial arts thing, even if it is disguised as "movement exercises." Although not all mystics will be able to dodge fireballs, I think they would know how to fall without hurting themselves too much. And monk weapons, I think, were designed to mesh well with the "movement exercises"; mystics have a natural affinity for them. It is not like they have to train specially to use them; they pick them up and find it fits their hand, is balanced properly, etc.. So I would say that the weapon proficiencies should stay. I also think that the mystic's discipline affects their physical form. This is obvious with the higher level abilities (especially empty body and perfect body, and in their resistance to disease and poison), but I think the transformation and purification of their bodies is also manifested in the fact that they fall more slowly than one might expect. If we could fit levitation in somehow, that would make it more obvious. Furthermore, mystics are in harmony with the elements, so that the air holds them up and the ground does not punish them when they land on it from a height. The harmony with the elements is also a theme in the resistance power. Not that your arguments don't have merit, but I think one can make a case for the opposite. It is not strictly necessary for a revised monk class to have all these features, but it is not inappropriate. [/QUOTE]
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Giving the monk more choices: the Mystic, version 1.6 -- post #41
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