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I have a problem with monks and halflings
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<blockquote data-quote="kibbitz" data-source="post: 4673588" data-attributes="member: 3723"><p>Well, I had empty-handed martial arts training before, and I have no problems with D&D monks killing dragons. I think it's more of your personal views... would I be correct that you don't see high level fighters as superhuman, but merely very well trained?</p><p></p><p>Anyway, I think you could just treat monks in D&D as having a specific type of physical magic. Mages bend reality with their invocations, Priests by channeling divine power, Psionicists use the untapped power of the mind, and Monks have learned to channel Ki to perform their own unique type of magic. Their abilities already reflect that, with them being able to treat their attacks as magical as they rise in level.</p><p></p><p>The issue of size and anatomy is an annoying one though, but there are usually options, especially for humanoids. The easiest is probably the heavy blow on the weakened enemy causes the enemy to pass out or even die from pain/shock. I suppose this helps further when you play with hit location systems and you have stuff KOed/killed from blows to areas that are usually not as vital.</p><p></p><p>Alternatively, take to the air! Spin kicks to the head, a leaping uppercut, or an aerial backfist to the back of the neck. However, if you want something more normal, treat the attack as a combination. Kick to the back of the knees or an attack on the groin lowers enemy for anything from a necksnap, strike to a nerve point behind the ear, etc.</p><p></p><p>That is more for humanoids and decent-sized creatures with a reasonable anatomy. Anything huge or unusual, well, you pretty much have to fall back to hit very hard, though there's always different ways to describe the attacks. This may be abhorrent to some, but you can take a look at some videos of fighting games like Street Fighter, Tekken and whatnot for ideas.</p></blockquote><p></p>
[QUOTE="kibbitz, post: 4673588, member: 3723"] Well, I had empty-handed martial arts training before, and I have no problems with D&D monks killing dragons. I think it's more of your personal views... would I be correct that you don't see high level fighters as superhuman, but merely very well trained? Anyway, I think you could just treat monks in D&D as having a specific type of physical magic. Mages bend reality with their invocations, Priests by channeling divine power, Psionicists use the untapped power of the mind, and Monks have learned to channel Ki to perform their own unique type of magic. Their abilities already reflect that, with them being able to treat their attacks as magical as they rise in level. The issue of size and anatomy is an annoying one though, but there are usually options, especially for humanoids. The easiest is probably the heavy blow on the weakened enemy causes the enemy to pass out or even die from pain/shock. I suppose this helps further when you play with hit location systems and you have stuff KOed/killed from blows to areas that are usually not as vital. Alternatively, take to the air! Spin kicks to the head, a leaping uppercut, or an aerial backfist to the back of the neck. However, if you want something more normal, treat the attack as a combination. Kick to the back of the knees or an attack on the groin lowers enemy for anything from a necksnap, strike to a nerve point behind the ear, etc. That is more for humanoids and decent-sized creatures with a reasonable anatomy. Anything huge or unusual, well, you pretty much have to fall back to hit very hard, though there's always different ways to describe the attacks. This may be abhorrent to some, but you can take a look at some videos of fighting games like Street Fighter, Tekken and whatnot for ideas. [/QUOTE]
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I have a problem with monks and halflings
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