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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How to make a 3.5 monk with western flavor?
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<blockquote data-quote="Empirate" data-source="post: 5601101" data-attributes="member: 78958"><p>The whole idea of fighting unarmed because it's in some crazy way more <em>awesome </em>than fighting with a weapon is just a whacky pop culture reference, and a long shot from how things might actually work in a real fight (and the same goes for fighting unarmored).</p><p>If you want unarmed guys going toe-to-toe with armed and armored warriors and <em>win</em>, fine. Warblade does that (as has been mentioned above), Unarmed Swordsage does it as well, the Monk class does it (badly). So it's in the game, mechanically.</p><p></p><p>And that's really all there is in the game: mechanics. Forget all about fluff, find the set of mechanics you like, add in whatever fluff you want to come up with, and you're done. You don't need fluff mirrored in class abilities for the game to work well - in fact, in many cases the other way around functions way better.</p><p></p><p>Fluff Examples:</p><p>Your warrior monks are descended from dragons and learn to fight like their ancestors, using their limbs and awesome strength to crush, claw, and even bite their foes.</p><p>Your warrior monks are Jedi who channel the Force into unarmed combat.</p><p>Your warrior monks are crazy lunatics who inspire such a feeling of "aw, <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />!" in their opponents that they can actually fight even armed ones.</p><p>Your warrior monks are peaceful Aikido masters - so advanced are their techniques that they don't fear to walk even into combat with foes clad in steel.</p><p>Your warrior monks are religious fanatics, and the cuts, bruises and other wounds they receive by blocking maces and axes with their forearms and shins are healed instantly by their god - as are their fingers, which are crushed on a regular basis (from striking fully armed knights with enough force to crack their ribs).</p><p>Your warrior monks have minor shapeshifting powers, transforming part of their limbs into iron for split seconds on impact.</p><p>Your warrior monks don't fight unarmed, but use lots of unlikely, improvised weapons instead: rolled up newspapers, sets of eyeglasses, ballpens, maybe a piece of rock once in a while.</p><p></p><p>Etc. All of these can be modeled mechanically by using the Warblade, Swordsage, Fighter, even Monk classes, with the right set of feats.</p><p></p><p></p><p></p><p>One more thing: as a medieval historian I feel obliged to add that there were no warrior monks in medieval Europe.</p></blockquote><p></p>
[QUOTE="Empirate, post: 5601101, member: 78958"] The whole idea of fighting unarmed because it's in some crazy way more [I]awesome [/I]than fighting with a weapon is just a whacky pop culture reference, and a long shot from how things might actually work in a real fight (and the same goes for fighting unarmored). If you want unarmed guys going toe-to-toe with armed and armored warriors and [I]win[/I], fine. Warblade does that (as has been mentioned above), Unarmed Swordsage does it as well, the Monk class does it (badly). So it's in the game, mechanically. And that's really all there is in the game: mechanics. Forget all about fluff, find the set of mechanics you like, add in whatever fluff you want to come up with, and you're done. You don't need fluff mirrored in class abilities for the game to work well - in fact, in many cases the other way around functions way better. Fluff Examples: Your warrior monks are descended from dragons and learn to fight like their ancestors, using their limbs and awesome strength to crush, claw, and even bite their foes. Your warrior monks are Jedi who channel the Force into unarmed combat. Your warrior monks are crazy lunatics who inspire such a feeling of "aw, :):):):)!" in their opponents that they can actually fight even armed ones. Your warrior monks are peaceful Aikido masters - so advanced are their techniques that they don't fear to walk even into combat with foes clad in steel. Your warrior monks are religious fanatics, and the cuts, bruises and other wounds they receive by blocking maces and axes with their forearms and shins are healed instantly by their god - as are their fingers, which are crushed on a regular basis (from striking fully armed knights with enough force to crack their ribs). Your warrior monks have minor shapeshifting powers, transforming part of their limbs into iron for split seconds on impact. Your warrior monks don't fight unarmed, but use lots of unlikely, improvised weapons instead: rolled up newspapers, sets of eyeglasses, ballpens, maybe a piece of rock once in a while. Etc. All of these can be modeled mechanically by using the Warblade, Swordsage, Fighter, even Monk classes, with the right set of feats. One more thing: as a medieval historian I feel obliged to add that there were no warrior monks in medieval Europe. [/QUOTE]
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How to make a 3.5 monk with western flavor?
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