Has anyone managed to make the monk less oriental?

Umbran said:
I'm currently using the class mechanically as-is, but with a major flavor-text adjustment. The monks don't come from an "Oriental" land.
This is also what I do: keep the game-mechanics as they are, rename the abilities, and give a totally different background description. I don't think there is really a need for creating a new monk class. Here is two exemples of what I did for a Celtic campaign setting where indeed monks had nothing to do (at least as Shaolin martial artists...).

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Monks are clearly an oriental type of character class, and have nothing to do in the Celtic world. As such, the monk class should not be allowed. Nevertheless, some GMs do not care about historical consistency in their games, or do not want to restrict their players’ choices. In this case, we may find ways to keep the monk class, and turn it into a character fitting with the Celtic legends. However the Shaolin archetype of monk honing mind and body in the monastery, definitely cannot apply. Instead, we propose two characters who may use the monk’s game mechanics in a Celtic society. But remember: while the game mechanics are still those of monks, the theme of the class (and the names of its abilities) is new. This shouldn't be considered a monk anymore!

-- Laoch Taibhse (“ghost warrior”): Always operating in the dark of the night, this evil character (typically a part-fomorian – i.e.: half-orc) works as an assassin for some otherworldly entity. He gets his unnatural fighting skills and other abilities from the demon he serves, during ritual trances carried out in the deep of foggy nights… And so, his hands and feet turn to talons when he fights, reverting back to normal thereafter; while his legs seem to lengthen and change to that of an animal when he runs, reverting back to normal afterwards. However, all of this usually wields a price, as the more he gains of such powers, the more he becomes enslaved to his supernatural mentor's will.

-- Witches of Kaer Lloyw: These legendary witches are known to train young men who were promised to a heroic destiny by fate (like Cuchulainn trained by the witch Scatach), not only in the arts of war, but also in love and magic. However, they are witches, not muscled warriors wielding great axes and shields. As such, they owe their mysterious art of combat to magic and other secrets only known to their kind. These women are thus rumored to strike their opponents with their bare hands better than with many weapons, a thing of witchcraft indeed. Others tell of these witches being able to dismiss arrows shoot at them with a gesture of the hand. So, they are often called Gaisge Buitseach Maighdeann , which roughly means: “maiden able to perform incredible feat of arms through witchcraft”.

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ThoughtfulOwl said:
It depends. Recycling existing and playtested mechanics while slapping a different flavor on it just requires imagination; rebuilding from scratch requires a lot of tinkering with the rules.

I agree wholeheartedly with this sentiment. It's the philosophy I try to apply to my game modifications as often as possible.

And those 2 descriptions are great stuff, certainly caught my imagination. Next time I need a new character I'm going to try and talk my GM into letting me play a Protector.


Monks in my last campaign were (mostly) selected servants of the gods - with a divine source for their abilities. Relaxed the alignment choices and changed the alignment of their unarmed attack 'ki strike'. Religious sounding names for abilities and a loose code of conduct. Even had one of the players take it up, which worked out fine.
 



Perhaps by renaming some abilities and giving the monk more divine affiliation you could get away from the oriental theme. Kind of like making them more like unarmed and combat based clerics than just unarmed fighters.


I have run into the same problem in my games, and especially writing monks into my campaign setting. I think that in our vision of traditional western fantasy that many of us play in, the oriental ideals of minimalization, simplicity, and extreme discipline are not prevolent enough to support the d20 monk as it is. Often times I have found that the d20 monk looks out of place.
 

d20 Modern already laid the ground work with the Martial Artist advanced class. It would be fairly easy to extrapolate that class to twenty levels.
 

I've never had this problem in 3rd edition.

Perhaps because I started with the Scarred Lands and they quickly establlished Monks as another branch of most religions as specialized fighters. Same with Paradigm Press Arcanis setting.

Maybe because I've seen lots of flavor swapping like that done in the Book of the Righteous by Green Ronin where the monks are the servants of the high god and are taught to be as self sufficient as possible or the materail from Fiery Dragon's website.

Maybe because I've used them in Grey Hawk for years in the Scarlet Brotherhood?
 

Check out the Thomas Covenant novels. They have an occidental bloodguard who are basically monks without oriental flavor. Monte cook used them as inspiration in creating the oathsworn in Arcana Unearthed.

And as has been said, Beyond monks (available as a pdf at rpgnow.com) is pretty good for a slightly more flexible monk class with 1/1 BAB and less ki powers but lots of choice at higher level on specific martial arts techniques.
 

I play a human trained by the Haruchai in a current campaign. I am an arrow catching, evading, weapon breaking, tripping, disarming, grappling monster.

I think playing a successful monk is about more than just BAB size. Once I break your weapon, or take it from you, you need to draw yet another for me to take from you or break, and when you run out of weapons, I get an AoO for every attack you attempt.

Yeah, its also world specific and those guys are at home in that world. If I were homebrewing, I'd do what Eberron did and slide monks into the main lore of the realm.
 

Oberyn said:
I like the idea of an unarmed fighter, i like the idea of someone being able to topple giant beats with fists and feet alone.


My pet peeve is all of the KI abilitys and also the Oriental feel to it. I would like an unarmed fighter that meshes better with fantasy.



There are some such as the barbarians who used nothing but fists. Or some orders who would learn to fight how thier cultures danced. some of these have either nordic or brazillian feels to them... but at least they can be meshed into a world better than the monks current clunky state.

IMC, I made monks the devotees of the Sun God, and just made the Ki abilities "powered by the Holy Light of ORB..." - they are, in essence, introspective religious figures seeking spiritual enlightenment (in several senses of the word) through the pursuit of physical perfection.

The addition of some special "lighting effects" when they use some of the ki powers, and you're good to go.

jtb
 

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