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me finally making the big monk discussion thread
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<blockquote data-quote="Greg K" data-source="post: 8213425" data-attributes="member: 5038"><p>Personally, I don't think it is near common knowledge. Most gamers I have met have no clue regarding the origin of the Monk's class whether they started with AD&D or a WOTC editon.</p><p>As for understanding that the class needs improvement, I have had issues with the monk class (and martial arts) since AD&D and moreso with WOTC editions where I see more people trying to treat the monk as a general martial artist class (In AD&D, some people were at least designing classes for the ninja, escrimadors, and sumotori to address differences from the monk). The monk abilities are too specific to cover a variety of unarmed fighting styles that people might want to replicate. In my opinion, the monk should have either been split into two separate classes (hybrid spellcaster/martial artist class and a generic more customizable martial artist class) or a subclass of a more generic martial artist class. The more generic martial artist class should be designed to handle unarmed fighters and styles from various cultures and better represent the "supernatural" abilities of those styles and cultures and even the monk's techniques and abilities should be more customizable.</p><p></p><p>Edit: For a martial artist class, I would probably take a little inspiration from 1e Oriental Adventures and 2e Complete Ninja's Handbook and have a choice of Hard, Hard/Soft, or Soft form. I might also draw from the same source and a choice of primary method (e.g., Block, Lock/ Hold, Kick, Push, Strike (i.e. punch), Throw Vital Area) that gives a bonus. Then, drawing upon [USER=7706]@SkidAce[/USER]'s Marial Arts feat (which was removed from his website when I last checked) and KibblesTasty similar variant Monk ability on Reddit that replaces Stunning Strike with maneuvers, I would have the player choose three maneuvers similar to some of the battlemaster maneuvers (this would allow for customizing styles).</p><p></p><p>As the character levels up, the player could choose new maneuvers and special style abilities including any supernatural abilities. While I would not get super detailed into specifying combat maneuvers such as finger locks, leg scissor takedowns, I would look to GURPS Martial Artists, Hero System's Ultimate Martial Artist, and Blood and Fists (for d20M). I would also look to both Mystic China and Ninjas & Superspies for more special abilities and "supernatural abilities" (ignoring the styles).</p><p>With regards to subclasses, monk could be one. Other subclasses could be based upon styles and improve on the both the choice of Hard, Hard/Soft or Soft form, grant new maneuver choices, and also determine the style's list special ability choices (and/or when they are granted)</p><p></p><p>Edit 2: Actually, subclasses might be based around certain themes as are Blood & Fists's advanced classes (Bad Ass Barroom Brawler (think Jackson in Bloodsport), Contemplative Master, Martial Arts Master, Ninja, Totem Warrior, Weapon Master) and Ninja's & Superspies's Dedicated Martial Artist and Worldly Martial Artist. The styles would still have maneuvers and special abilities to choose from with the main class and subclass controlling when you gain selections and granting other abilities.</p></blockquote><p></p>
[QUOTE="Greg K, post: 8213425, member: 5038"] Personally, I don't think it is near common knowledge. Most gamers I have met have no clue regarding the origin of the Monk's class whether they started with AD&D or a WOTC editon. As for understanding that the class needs improvement, I have had issues with the monk class (and martial arts) since AD&D and moreso with WOTC editions where I see more people trying to treat the monk as a general martial artist class (In AD&D, some people were at least designing classes for the ninja, escrimadors, and sumotori to address differences from the monk). The monk abilities are too specific to cover a variety of unarmed fighting styles that people might want to replicate. In my opinion, the monk should have either been split into two separate classes (hybrid spellcaster/martial artist class and a generic more customizable martial artist class) or a subclass of a more generic martial artist class. The more generic martial artist class should be designed to handle unarmed fighters and styles from various cultures and better represent the "supernatural" abilities of those styles and cultures and even the monk's techniques and abilities should be more customizable. Edit: For a martial artist class, I would probably take a little inspiration from 1e Oriental Adventures and 2e Complete Ninja's Handbook and have a choice of Hard, Hard/Soft, or Soft form. I might also draw from the same source and a choice of primary method (e.g., Block, Lock/ Hold, Kick, Push, Strike (i.e. punch), Throw Vital Area) that gives a bonus. Then, drawing upon [USER=7706]@SkidAce[/USER]'s Marial Arts feat (which was removed from his website when I last checked) and KibblesTasty similar variant Monk ability on Reddit that replaces Stunning Strike with maneuvers, I would have the player choose three maneuvers similar to some of the battlemaster maneuvers (this would allow for customizing styles). As the character levels up, the player could choose new maneuvers and special style abilities including any supernatural abilities. While I would not get super detailed into specifying combat maneuvers such as finger locks, leg scissor takedowns, I would look to GURPS Martial Artists, Hero System's Ultimate Martial Artist, and Blood and Fists (for d20M). I would also look to both Mystic China and Ninjas & Superspies for more special abilities and "supernatural abilities" (ignoring the styles). With regards to subclasses, monk could be one. Other subclasses could be based upon styles and improve on the both the choice of Hard, Hard/Soft or Soft form, grant new maneuver choices, and also determine the style's list special ability choices (and/or when they are granted) Edit 2: Actually, subclasses might be based around certain themes as are Blood & Fists's advanced classes (Bad Ass Barroom Brawler (think Jackson in Bloodsport), Contemplative Master, Martial Arts Master, Ninja, Totem Warrior, Weapon Master) and Ninja's & Superspies's Dedicated Martial Artist and Worldly Martial Artist. The styles would still have maneuvers and special abilities to choose from with the main class and subclass controlling when you gain selections and granting other abilities. [/QUOTE]
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