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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #10: Adept
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<blockquote data-quote="Faolyn" data-source="post: 8209859" data-attributes="member: 6915329"><p>I've never really been interested in monks, so I honestly can't do a good job comparing the adept to anything. But here are my thoughts:</p><p></p><p>Most of this still feels very <em>monkish</em> to me; while I'm getting that "whirling dervish" feel you clearly want to add, I'm <em>not </em>getting a pugilist vine.</p><p></p><p>Renaming things helped, as did changing <em>ki </em>to exertion, which is what I guess you did--but you get a lot less not-<em>ki </em>now? That'll suck even more for Four Elements monks and other monks that rely on spending <em>ki.</em></p><p></p><p><strong>Brutal Defense: </strong>I kind of like being able to base AC off Strength--it suggests a person whose muscles are so rock-hard as to be impenetrable. But I'd say that you can get it even if you're not wearing any armor. Maybe this should just be one ability: pick either Wis or Strength, and you can use that for AC. </p><p></p><p><strong>Combat Maneuvers: </strong>I think you should add Tooth and Claw to this list. I also note that Adepts get +1 to the save DC. Is this going to be a potential thing for other classes, such as possibly with a feat? </p><p></p><p><strong>Exertion Focus:</strong> I think there should be one of those "immovable mountain/can't knock me down" type of abilities, and this might be a good place for it. If not here, then as a focus feature.</p><p></p><p><strong>Focus Features: </strong>So this would be a good place to put some boxer/street fighter abilities. How about a KO ability that might be very tough to pull off (disad or -5 on roll) but knocks the target unconscious on a success? An ability that lets you pin a foe? Some sort of bonus to grappling? Bear hugs? A "cheap blow" that causes the target to have disadvantage on its next roll? I don't know much about boxing. Some of that's probably wrestling. </p><p></p><p>One thing I've always wanted was a polearm-type monk. Perhaps a focus that allows for such a thing? A variety of the Weapon Proficiency that grants you proficiency with a reach weapon--and perhaps another one that lets you have the Adamant Mountain maneuver.</p><p></p><p>Also, how does Deflect Spells <em>work</em>? Also, I think you need to emphasize that this is against <em>attack </em>spells only. I know you say <em>ranged spell attack</em>, but I think it needs some arrows pointing at it.</p><p></p><p><strong>Exploration Knacks: </strong>Slight issue with the Religious Training ability--that's already part of the Religion skill. This knack isn't granting any new abilities.</p><p></p><p>For Wall Walk and Water Walk, you may want to ignore saying you're casting a spell on yourself and just say that you can climb up sheer surfaces and walk upside down without the need for a roll (as per the Spider Climb creature trait) and can walk across liquids without sinking. And you might also want to say that at the start of your next turn, you fall/sink if nothing else is keeping you up.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8209859, member: 6915329"] I've never really been interested in monks, so I honestly can't do a good job comparing the adept to anything. But here are my thoughts: Most of this still feels very [I]monkish[/I] to me; while I'm getting that "whirling dervish" feel you clearly want to add, I'm [I]not [/I]getting a pugilist vine. Renaming things helped, as did changing [I]ki [/I]to exertion, which is what I guess you did--but you get a lot less not-[I]ki [/I]now? That'll suck even more for Four Elements monks and other monks that rely on spending [I]ki.[/I] [B]Brutal Defense: [/B]I kind of like being able to base AC off Strength--it suggests a person whose muscles are so rock-hard as to be impenetrable. But I'd say that you can get it even if you're not wearing any armor. Maybe this should just be one ability: pick either Wis or Strength, and you can use that for AC. [B]Combat Maneuvers: [/B]I think you should add Tooth and Claw to this list. I also note that Adepts get +1 to the save DC. Is this going to be a potential thing for other classes, such as possibly with a feat? [B]Exertion Focus:[/B] I think there should be one of those "immovable mountain/can't knock me down" type of abilities, and this might be a good place for it. If not here, then as a focus feature. [B]Focus Features: [/B]So this would be a good place to put some boxer/street fighter abilities. How about a KO ability that might be very tough to pull off (disad or -5 on roll) but knocks the target unconscious on a success? An ability that lets you pin a foe? Some sort of bonus to grappling? Bear hugs? A "cheap blow" that causes the target to have disadvantage on its next roll? I don't know much about boxing. Some of that's probably wrestling. One thing I've always wanted was a polearm-type monk. Perhaps a focus that allows for such a thing? A variety of the Weapon Proficiency that grants you proficiency with a reach weapon--and perhaps another one that lets you have the Adamant Mountain maneuver. Also, how does Deflect Spells [I]work[/I]? Also, I think you need to emphasize that this is against [I]attack [/I]spells only. I know you say [I]ranged spell attack[/I], but I think it needs some arrows pointing at it. [B]Exploration Knacks: [/B]Slight issue with the Religious Training ability--that's already part of the Religion skill. This knack isn't granting any new abilities. For Wall Walk and Water Walk, you may want to ignore saying you're casting a spell on yourself and just say that you can climb up sheer surfaces and walk upside down without the need for a roll (as per the Spider Climb creature trait) and can walk across liquids without sinking. And you might also want to say that at the start of your next turn, you fall/sink if nothing else is keeping you up. [/QUOTE]
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Level Up Playtest Document #10: Adept
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