Monk Design Idea: Flurry (combo) Dice

Here's another approach:

Hm, this does look a lot more robust than the previous one.

I'm curious why you have the possibility of a die doing no damage at all? It seems like kind of a downer. You could just as easily say, "Each die with 3 or more gives you a Flurry Point."

Is it just so he doesn't outshine the fighter?

The downside is that you don't get the coolness of exploding dice. Sigh... Also, to make the math work here I've not added any str/dex modifier to damage with flurry. I'm thinking maybe the modifier should be added to Ki Strike damage... that way, a "mystic" monk could add Wis, a "hard-style" monk could add Str, etc.

Adding it to Ki Strike sounds appropriate.
 

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I think Unarmed Strike should be a Finesse weapon in 5th Ed.

I want them (selfishly) to build off of the 1st Ed Monk, man, that class has panache.

I want the Monk and Psion straight out of the gate.

Did I read that they have pretty much got the Monk, that it was one of the easiest classes to design?

I am still questioning that they would bring out the Sorcerer and Warlock before the Bard, Druid, Monk, Ranger and Paladin, all 5 of those classes have been in the game since the 70s, the Sorcerer has only been around since 2000, and the Warlock since 2005 or something.

Actually, i guess it was to appease the "I won't buy/play 5th Ed if I can't play a non-Vancian Wizard" shenanigans.
 

Hm, this does look a lot more robust than the previous one.

I'm curious why you have the possibility of a die doing no damage at all? It seems like kind of a downer. You could just as easily say, "Each die with 3 or more gives you a Flurry Point."

Is it just so he doesn't outshine the fighter?

The idea is that each flurry die represents one in a series of quick blows which can be blocked or dodged; just adding together Xd6 and then tallying combo points risks losing this connection, I'd think. Plus the chance of zero damage does seem like a cool risk - the monk does good average damage with flurry but has a broader range of damage, unless he plays it safe and forgoes flurry. Let it not be said my design kills off the "flurry of misses" tradition!
 

Just as an alternate Idea what about a flurry that has multiple attacks, but no damage rolls. Like you deal +stat on every flurry of blows hit. That way its a trade off, more a attack rolls, but fewer/no damage rolls. Maybe you sacrifice one of your blows to use an ability from your combat style.

Also as one goes up in level unarmed attack should use higher damage dice.
 

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