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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="CRGreathouse" data-source="post: 2300843" data-attributes="member: 474"><p>Thanks, I'm glad you like it. As you can see from this thread I get my ideas from many people and many places.</p><p></p><p></p><p></p><p>Wisdom will always be a good ability for the mystic, so this only gives power to 'weak' mystics. This is good for game balance (why make a weak character weaker?) and gives people with unusual character ideas more flexability. Of course, there's precious little chance a mystic will be truly foolish -- they'll more likely have, say, 14 Wis and a 5th-level spell.</p><p></p><p>I like that this makes mystic spellcasting different from cleric spellcasting.</p><p></p><p></p><p></p><p>Agreed on all points.</p><p></p><p></p><p></p><p>I like the discussion on the thread, but it made me realize that the underlying mechanics need to be changed before we can write proper mechanics for the mystic ability.</p><p></p><p>There should be a way for fast nonmystics without many ranks in Balance (ranks < 10) and not too high a Dex (Dex < 20) to walk on water without particularly special training. This means the core Balance check should be changed to accomodate higher speeds as an inherent bonus (instead of a bonus from the class), as well as to allow for it in unusual circumstances where width as an issue as well.</p><p></p><p>Since I don't forsee many players doing this in any case, and since the mechanics will be complicated in all cases, I decided to leave the ability to work however and deal with it properly when/if a player shows interest. Is this the wrong way? Yes.</p><p></p><p>Your rules look good and are about the best I could see under the current rules (ie without changing the underlying Balance rules). I applaud your effort.</p><p></p><p></p><p></p><p>That's an interesting thought.</p><p></p><p></p><p></p><p>My eyes, my eyes!</p><p></p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p></p><p></p><p>I like the mechanics here a lot, but I'm trying for a more flexible class. This would work really well for a monk rewrite, though, and I'll see what I can use from it for mine.</p><p></p><p></p><p></p><p>Wow, that's quite an ability. It does seem unusual that it would give such large bonuses, even to slow characters -- a 20' movement rate (however that would be achieved) would still give +20, comparable to the <em>jump</em> spell....</p><p></p><p>Still, I think the underlying mechanics for Balance need to be changed. Walking on water (or quicksand, or whatever) should be easier when you're fast, not just for mystics.</p><p></p><p></p><p></p><p>4 bonus feats and 10 mystic powers... I'll have to think about that. It's hard to talk about balance without actual playtesting, but at a glance it seems powerful. (I know, mine has 20 powers, but fewer inherent abilities and it can take a max of 10, not 14, feats.)</p><p></p><p></p><p></p><p>Don't forget enhancement bonuses, inherent bonuses, and two paths that boost effective Wisdom. 18 + 3 (leveling) + 6 (amulet) + 8 (savant) + 4 (contemplative) +1 (inherent) = 40 --> +15 bonus, giving a 12th-level mystic the abiity to choose from the whole list. Of course this is an extreme example....</p><p></p><p></p><p></p><p>Right now Healing Talent requires Wholeness of Body, the idea being that inner balance must come before... blah blah blah. I might make it into one ability if I need room, but I want to leave that aspect in.</p><p></p><p></p><p></p><p>If you look at the feats at the top of this thread you'll see that the Warrior path has its own advantages, beyond the +6 (!) to Fort saves. I don't think we need to encourage it more.</p><p></p><p></p><p></p><p>I don't really want to give paths mystic powers (since powers can choose paths) and I'd hate to force warrior-monks to take a Contemplative path. I'm OK with the idea that most PCs will avoid that path.</p><p></p><p></p><p></p><p>I'd like to have them both, though, if it can be managed. I agree that the bonus class skills are overused -- do you have a different idea of something I can add to the path to make it better/more interesting? I'd like to keep it viable, althouhg (as above) it could be better for NPCs than PCs if need be.</p><p></p><p></p><p></p><p>It seemed bland to me, so I didn't include it. It's probably OK in power, as would be DR 2/chaotic.</p><p></p><p></p><p></p><p>That's the issue on the nose.</p><p></p><p></p><p></p><p>Not at all -- you're thinking of the savant, which is still at +8. (It just doesn't do anything else.)</p><p></p><p></p><p></p><p>Good thoughts.</p><p></p><p></p><p></p><p>I thought about doing that. It all depends on how pressing our need for space is.</p><p></p><p></p><p></p><p>I don't want to give out the paladin power, as both a personal preference and as a balance concern (if it's as early an ability as it is now).</p><p></p><p></p><p></p><p>27 is a really nice number, and it has major numerological significance in my world, but I don't think I can do that -- I have too many more ideas bouncing arounbd in my head, and I'd like to add really high-numbered abilities that make these viable choices at epic levels.</p><p></p><p></p><p></p><p><em>Moi?</em> I'd love to get rid of slow fall as a built-in ability, I just don't think it's powrful enough.</p><p></p><p></p><p></p><p>Yeah, your ability makes it quite reliable. It's cool.</p><p></p><p></p><p></p><p>I like them to be unlimited when possible, just in case. Consider what you're giving up to take increased speed more than thrice!</p><p></p><p></p><p></p><p>Yep, I keep thinking about this.</p></blockquote><p></p>
[QUOTE="CRGreathouse, post: 2300843, member: 474"] Thanks, I'm glad you like it. As you can see from this thread I get my ideas from many people and many places. Wisdom will always be a good ability for the mystic, so this only gives power to 'weak' mystics. This is good for game balance (why make a weak character weaker?) and gives people with unusual character ideas more flexability. Of course, there's precious little chance a mystic will be truly foolish -- they'll more likely have, say, 14 Wis and a 5th-level spell. I like that this makes mystic spellcasting different from cleric spellcasting. Agreed on all points. I like the discussion on the thread, but it made me realize that the underlying mechanics need to be changed before we can write proper mechanics for the mystic ability. There should be a way for fast nonmystics without many ranks in Balance (ranks < 10) and not too high a Dex (Dex < 20) to walk on water without particularly special training. This means the core Balance check should be changed to accomodate higher speeds as an inherent bonus (instead of a bonus from the class), as well as to allow for it in unusual circumstances where width as an issue as well. Since I don't forsee many players doing this in any case, and since the mechanics will be complicated in all cases, I decided to leave the ability to work however and deal with it properly when/if a player shows interest. Is this the wrong way? Yes. Your rules look good and are about the best I could see under the current rules (ie without changing the underlying Balance rules). I applaud your effort. That's an interesting thought. My eyes, my eyes! :p I like the mechanics here a lot, but I'm trying for a more flexible class. This would work really well for a monk rewrite, though, and I'll see what I can use from it for mine. Wow, that's quite an ability. It does seem unusual that it would give such large bonuses, even to slow characters -- a 20' movement rate (however that would be achieved) would still give +20, comparable to the [i]jump[/i] spell.... Still, I think the underlying mechanics for Balance need to be changed. Walking on water (or quicksand, or whatever) should be easier when you're fast, not just for mystics. 4 bonus feats and 10 mystic powers... I'll have to think about that. It's hard to talk about balance without actual playtesting, but at a glance it seems powerful. (I know, mine has 20 powers, but fewer inherent abilities and it can take a max of 10, not 14, feats.) Don't forget enhancement bonuses, inherent bonuses, and two paths that boost effective Wisdom. 18 + 3 (leveling) + 6 (amulet) + 8 (savant) + 4 (contemplative) +1 (inherent) = 40 --> +15 bonus, giving a 12th-level mystic the abiity to choose from the whole list. Of course this is an extreme example.... Right now Healing Talent requires Wholeness of Body, the idea being that inner balance must come before... blah blah blah. I might make it into one ability if I need room, but I want to leave that aspect in. If you look at the feats at the top of this thread you'll see that the Warrior path has its own advantages, beyond the +6 (!) to Fort saves. I don't think we need to encourage it more. I don't really want to give paths mystic powers (since powers can choose paths) and I'd hate to force warrior-monks to take a Contemplative path. I'm OK with the idea that most PCs will avoid that path. I'd like to have them both, though, if it can be managed. I agree that the bonus class skills are overused -- do you have a different idea of something I can add to the path to make it better/more interesting? I'd like to keep it viable, althouhg (as above) it could be better for NPCs than PCs if need be. It seemed bland to me, so I didn't include it. It's probably OK in power, as would be DR 2/chaotic. That's the issue on the nose. Not at all -- you're thinking of the savant, which is still at +8. (It just doesn't do anything else.) Good thoughts. I thought about doing that. It all depends on how pressing our need for space is. I don't want to give out the paladin power, as both a personal preference and as a balance concern (if it's as early an ability as it is now). 27 is a really nice number, and it has major numerological significance in my world, but I don't think I can do that -- I have too many more ideas bouncing arounbd in my head, and I'd like to add really high-numbered abilities that make these viable choices at epic levels. [i]Moi?[/i] I'd love to get rid of slow fall as a built-in ability, I just don't think it's powrful enough. Yeah, your ability makes it quite reliable. It's cool. I like them to be unlimited when possible, just in case. Consider what you're giving up to take increased speed more than thrice! Yep, I keep thinking about this. [/QUOTE]
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Giving the monk more choices: the Mystic, version 1.6 -- post #41
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