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House Rules for the Monk Class
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<blockquote data-quote="Ferrix" data-source="post: 523309" data-attributes="member: 6115"><p>I like the way you changed the monk, I'll break it up in my comments.</p><p></p><p>Skill Points: 4 + Int Modifier often seemed below average for what they should have, considering they are not the skill monkeys that rogues are but still I would consider that they would often possess more skills than some other classes. I concur with this change but think it might also benefit to give other classes (bard, ranger) similar adjustments. Another way would be to perhaps increase all classes SP's by 2, this would spread the balance out a bit more as I find classes that only get 2 + Int Mod are exceptionally limited and it almost stiffles some skills a character may possess for background in place of taking skills that would aid the character.</p><p></p><p>Attack bonus: I think this is quite a novel change to the monk character, it also grants greater potential to a monk in a low-point buy game as they are now they require a wide stat spread to function with the proficiency of other characters and your change would make them easier to fit in decently.</p><p></p><p>Unarmed Damage: You reduced the total potential damage dealt and kept the final average at the same. 1d20 avg. 10.5 3d6 avg. 10.5 Well done but maybe 5d4 damage would be more interesting for level 20, that'd be a higher average 12.5 but it skews the curve even more to the middle range while keeping the total potential at 20 damage. Plus rolling 10d4 on a critical would be fun, like hurling caltrops at your DM. Just some thoughts.</p><p></p><p>Weapon Master: ? I'm confused as to the idea behind this ability, it doesn't make sense to me. Why? They are masters of unarmed combat, explain please.</p><p></p><p>Fast Movement: I like how you started their increased speed at level one, this makes a whole lot more sense. Nice touch. Someone explain to my why the speed becomes supernatural though, I never quite understood why other than for plugging the hole in the rules that made a monk with boots of springing and striding the fastest thing on earth.</p><p></p><p>Ki Strike: I agree whole-heartedly with the fact that you increase this ability at a faster rate, it was sort of ridiculous for a 20th level monk couldn't strike things with +4 Dr or higher without going through that DR first. I always thought that making magic items to provide the monk with the ability to enhance their blows was a touch ridiculous, and this also puts them a step or two behind other combatants. Even the wizard can get a +5 bonus to hit from a weapon he wields. I wonder what the problem with actually making this an actual enhancement bonus would be.</p><p></p><p>Death attack: Wrong name, that's my biggest complaint. Maybe something more esoteric, Snuffing the Candle or something like that. Where they train to put out a candle from farther and farther away or something along the same manner. I have a PrC I made with an ability called Tearing the Earth, where they are able to send a wave of energy through the ground up to 10 + 5' per two levels to deal unarmed damage at a single target. Target has to be touching the ground and what not, but yours reminded me of that. Making it a full round action and allowing them it as a normal ranged attack seems to make sense.</p><p></p><p>Speed of the Viper: I can sort of see it, I could see better uses for a name like this but it works.</p><p></p><p>Blind-Sight: Damn spiffy. Although blind-sight is a bitch to deal with as a DM when a player has it. I'd say Blindsight 5' to 10' extraordinary, then supernatural after that. Potentially just limit it to 10'. Just an idea.</p></blockquote><p></p>
[QUOTE="Ferrix, post: 523309, member: 6115"] I like the way you changed the monk, I'll break it up in my comments. Skill Points: 4 + Int Modifier often seemed below average for what they should have, considering they are not the skill monkeys that rogues are but still I would consider that they would often possess more skills than some other classes. I concur with this change but think it might also benefit to give other classes (bard, ranger) similar adjustments. Another way would be to perhaps increase all classes SP's by 2, this would spread the balance out a bit more as I find classes that only get 2 + Int Mod are exceptionally limited and it almost stiffles some skills a character may possess for background in place of taking skills that would aid the character. Attack bonus: I think this is quite a novel change to the monk character, it also grants greater potential to a monk in a low-point buy game as they are now they require a wide stat spread to function with the proficiency of other characters and your change would make them easier to fit in decently. Unarmed Damage: You reduced the total potential damage dealt and kept the final average at the same. 1d20 avg. 10.5 3d6 avg. 10.5 Well done but maybe 5d4 damage would be more interesting for level 20, that'd be a higher average 12.5 but it skews the curve even more to the middle range while keeping the total potential at 20 damage. Plus rolling 10d4 on a critical would be fun, like hurling caltrops at your DM. Just some thoughts. Weapon Master: ? I'm confused as to the idea behind this ability, it doesn't make sense to me. Why? They are masters of unarmed combat, explain please. Fast Movement: I like how you started their increased speed at level one, this makes a whole lot more sense. Nice touch. Someone explain to my why the speed becomes supernatural though, I never quite understood why other than for plugging the hole in the rules that made a monk with boots of springing and striding the fastest thing on earth. Ki Strike: I agree whole-heartedly with the fact that you increase this ability at a faster rate, it was sort of ridiculous for a 20th level monk couldn't strike things with +4 Dr or higher without going through that DR first. I always thought that making magic items to provide the monk with the ability to enhance their blows was a touch ridiculous, and this also puts them a step or two behind other combatants. Even the wizard can get a +5 bonus to hit from a weapon he wields. I wonder what the problem with actually making this an actual enhancement bonus would be. Death attack: Wrong name, that's my biggest complaint. Maybe something more esoteric, Snuffing the Candle or something like that. Where they train to put out a candle from farther and farther away or something along the same manner. I have a PrC I made with an ability called Tearing the Earth, where they are able to send a wave of energy through the ground up to 10 + 5' per two levels to deal unarmed damage at a single target. Target has to be touching the ground and what not, but yours reminded me of that. Making it a full round action and allowing them it as a normal ranged attack seems to make sense. Speed of the Viper: I can sort of see it, I could see better uses for a name like this but it works. Blind-Sight: Damn spiffy. Although blind-sight is a bitch to deal with as a DM when a player has it. I'd say Blindsight 5' to 10' extraordinary, then supernatural after that. Potentially just limit it to 10'. Just an idea. [/QUOTE]
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