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*Pathfinder & Starfinder
Giving the monk more choices: the Mystic, version 1.6 -- post #41
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<blockquote data-quote="fuindordm" data-source="post: 2300273" data-attributes="member: 5435"><p>True.</p><p></p><p></p><p></p><p>I meant lawful... you're right about how it's usually done in the MM books, but I always thought that was sorta funny that demons and angels fighting each other should have an easier time inflicting damage than demons fighting demons. Especially since it seems to violate the guideline that if you have DR of a certain kind then you can also bypass that DR. Doesn't it make more sense for evil creatures to be resistant to evil attacks? Anyway, I don't really care how the DR is bypassed, and as you say maybe it's better just to leave it as the UA options for barbarians.</p><p></p><p></p><p></p><p>My own preference would be for neither slow fall nor fast movement to be part of the core progression. However, since CRGreathouse expressed a preference to keep slow fall in, it occurred to me that the fast move and water walking fall in the same theme, and happen to involve bonuses of the same magnitude. From there and with the previous suggestions on a mechanic for water walking it was a short step to unify them into a single power.</p><p></p><p>Note that in my version, before you take the Cloud Dancing ability you can only barely walk on water reliably. Even at 20th level you're at +50 to the roll (for your speed bonus), +33 (max ranks, and taking 10 if you have the Skill Mastery ability in Balance) for 83, so you need additional help from skill-boosting items and/or a very high dex to manage it. Cloud Dancing adds your base speed to the equation and removes penalties for moving quickly, making this sort of thing possible around 10th level (60' speed + 23 taking 10) with a bit of magical help, or routine at 14th level. Given that it should probably have a rank in the mid-teens.</p><p> </p><p></p><p></p><p>agreed.</p><p></p><p></p><p></p><p>This is another good way to condense the list, you're right.</p><p></p><p></p><p></p><p>I don't agree with this, however. Take the increased speed as an example. As a low-level power on the list, as things stand a mystic could buy it up to an extremely high value at early levels, which doens't strike me as a good thing. I think the mystic powers should improve no more than 2 or 3 times by taking them more than once, as it's easier to control its effects on the game.</p><p></p><p></p><p></p><p>I don't think that asceticism and healing oneself are linked thematically, but the former is probably a throwaway power anyway that doesn't give enough in-game benefit to be attractive. Maybe it's another candidate for the contemplative path.</p><p></p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 2300273, member: 5435"] True. I meant lawful... you're right about how it's usually done in the MM books, but I always thought that was sorta funny that demons and angels fighting each other should have an easier time inflicting damage than demons fighting demons. Especially since it seems to violate the guideline that if you have DR of a certain kind then you can also bypass that DR. Doesn't it make more sense for evil creatures to be resistant to evil attacks? Anyway, I don't really care how the DR is bypassed, and as you say maybe it's better just to leave it as the UA options for barbarians. My own preference would be for neither slow fall nor fast movement to be part of the core progression. However, since CRGreathouse expressed a preference to keep slow fall in, it occurred to me that the fast move and water walking fall in the same theme, and happen to involve bonuses of the same magnitude. From there and with the previous suggestions on a mechanic for water walking it was a short step to unify them into a single power. Note that in my version, before you take the Cloud Dancing ability you can only barely walk on water reliably. Even at 20th level you're at +50 to the roll (for your speed bonus), +33 (max ranks, and taking 10 if you have the Skill Mastery ability in Balance) for 83, so you need additional help from skill-boosting items and/or a very high dex to manage it. Cloud Dancing adds your base speed to the equation and removes penalties for moving quickly, making this sort of thing possible around 10th level (60' speed + 23 taking 10) with a bit of magical help, or routine at 14th level. Given that it should probably have a rank in the mid-teens. agreed. This is another good way to condense the list, you're right. I don't agree with this, however. Take the increased speed as an example. As a low-level power on the list, as things stand a mystic could buy it up to an extremely high value at early levels, which doens't strike me as a good thing. I think the mystic powers should improve no more than 2 or 3 times by taking them more than once, as it's easier to control its effects on the game. I don't think that asceticism and healing oneself are linked thematically, but the former is probably a throwaway power anyway that doesn't give enough in-game benefit to be attractive. Maybe it's another candidate for the contemplative path. Ben [/QUOTE]
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Giving the monk more choices: the Mystic, version 1.6 -- post #41
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