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*TTRPGs General
Has anyone managed to make the monk less oriental?
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<blockquote data-quote="Gez" data-source="post: 2109761" data-attributes="member: 1328"><p>Hard to say, since none of my players have been interested in one, but I think I did.</p><p></p><p>First, I renamed the abilities. They're still the same thing, but don't have those Ki-this, Ki-that, and pseudo-zen-koan names.</p><p></p><p>Then, I changed their weapon proficiencies. Kamas and nunchuks are cool, but they're boring. Why should monks be Farm Implement Masters? In a world where true weapons are readily available, there's no need to turn tools into weapons.</p><p></p><p>So, my monks are proficient with simple weapons.</p><p></p><p>Then, they're grouped by orders, usually religious ones. Each order has its own chosen weapon (usually the weapon favored by the deity). The monk deals extra damage when using that weapon (in other words, the monk's unarmed damage is applied to one weapon, not necessarily his bare hands, that is chosen at creation). If the monk's weapon of choice is his bare hands, he get Improved Unarmed Strike. If it's a martial or exotic weapon, he gets Weapon Proficiency with said weapon. If it's a simple, but double weapon (quarterstaff), he gets TWF instead. If it's a simple, single weapon (dagger), then he gets a free Weapon Focus.</p><p></p><p>Ki strike, stun attack, etc., all are performed with the monk's weapon. But it's only with <em>the monk's weapon</em> -- he starts with one, and that's the one. He can use other weapons of the same kind (since he's proficient), but do not get the extra nifty damage or stun attack, etc.</p><p></p><p>And of course, as long as the weapon has a better damage die than the monk's unarmed strike, then it uses the normal damage die.</p><p></p><p>I thought also of making a few different paths for the monk class. Some would get the usual abilities, but variants would get other things instead. I'm eyeing the Skirmish ability...</p></blockquote><p></p>
[QUOTE="Gez, post: 2109761, member: 1328"] Hard to say, since none of my players have been interested in one, but I think I did. First, I renamed the abilities. They're still the same thing, but don't have those Ki-this, Ki-that, and pseudo-zen-koan names. Then, I changed their weapon proficiencies. Kamas and nunchuks are cool, but they're boring. Why should monks be Farm Implement Masters? In a world where true weapons are readily available, there's no need to turn tools into weapons. So, my monks are proficient with simple weapons. Then, they're grouped by orders, usually religious ones. Each order has its own chosen weapon (usually the weapon favored by the deity). The monk deals extra damage when using that weapon (in other words, the monk's unarmed damage is applied to one weapon, not necessarily his bare hands, that is chosen at creation). If the monk's weapon of choice is his bare hands, he get Improved Unarmed Strike. If it's a martial or exotic weapon, he gets Weapon Proficiency with said weapon. If it's a simple, but double weapon (quarterstaff), he gets TWF instead. If it's a simple, single weapon (dagger), then he gets a free Weapon Focus. Ki strike, stun attack, etc., all are performed with the monk's weapon. But it's only with [i]the monk's weapon[/i] -- he starts with one, and that's the one. He can use other weapons of the same kind (since he's proficient), but do not get the extra nifty damage or stun attack, etc. And of course, as long as the weapon has a better damage die than the monk's unarmed strike, then it uses the normal damage die. I thought also of making a few different paths for the monk class. Some would get the usual abilities, but variants would get other things instead. I'm eyeing the Skirmish ability... [/QUOTE]
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Has anyone managed to make the monk less oriental?
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