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<blockquote data-quote="ARandomGod" data-source="post: 2132717" data-attributes="member: 17296"><p>I personally recommend combining <em>spot</em> and <em>listen</em> into <em>percieve</em> to counter this. </p><p></p><p></p><p></p><p>A familiar is generally worth <em>at least</em> a medium level feat. Meaning, if your games are set up so that you don't use the familiar for anything else, it grants Great Fortitude or Lightning Reflexes. Sure, it grants alertness too, but most (note that most) mages don't really use that. Arcane Tricksters certainly do, and there are other builds which do too. </p><p></p><p>Also a mid level mage that uses knowledge skills will get a +2 aid another bonus to any knowledge he's really invested in. And even low level mages have a chance to get that +2, it only takes a 10 on aid another. That's using the familiar to the least of it's abilities. </p><p></p><p></p><p></p><p>I have to agree with the main of this, that in general the power of the monk is pretty low. However I suppose that if you're really running a very, very low magic world they'd become good. I also agree with the general idea of not removing the general feat, instead remove a monk bonus feat.. </p><p></p><p>However, if you're stuck on the 'monks aren't pseudo-european', I say remove all monk weapons, and make all simple weapons monk weapons. Presto! They fit into the world as is. They're just superior unarmed fighters. </p><p></p><p>Oh, and I agree that the sorc should get 4+ int mod. I'd also give him a few more class skills, I give diplomacy, intimidate, and handle animal. It's clear that the sorc was losely based on the wizard, and that they "forgot" that the main stat, intelligence, of the wizard improves his skills whereas the main skill of the sorc does nothing. On the other hand, in my last game I was talked into (by a group, not a sorc player, I don't even have one in that game) simply allowing the sorc to have two extra class skills of his choice, set at first level. I think that also makes much sence.</p><p></p><p></p><p></p><p>Yea, like I said, in a non-magic campaign the monk would indeed become decent. The game is designed around the idea that the characters will have access to magic weapons. Now, once they GET those weapons, you'll still discover that the monk is virtually untouchable. But that's ok, because he can't hit anything either.</p><p></p><p></p><p></p><p>Well, depending on what you mean by power, or by holds their own. On the basis of spellpower with their chosen spells they completely excell. But outside of that they're nothing. A few extra skill points thrown their way helps make the class feel less two dimensional, more real. But indeed, in 'actual gameplay' assuming that gameplay is blasting (for a blaster sorc) they do more than hold their own. Generally they can even make up for that pathetic monk. Who pulls his combat weight by standing in front of the sorc and stopping people from hitting her.</p><p></p><p></p><p></p><p>This opinion just shows how people view things differently (from me). In my games, I'd laugh at any non sorc who ever took a metamagic feat. If a wizard wants a better spell, why waste a feat on it? Really he should just research the spell. It'll ALWAYS be at least some better, in that it'll have a higher save DC at least. Sorc's on the other hand, they understand magic on an instinctual level. They don't have the intellect to sit down and design a new spell, they just wing it, take a little longer to cast and alter the spell some. Spontanious casters are the only types who should ever take a metamagic feat. It practically doubles their 'spells known'. A preparatory caster is just being lazy.</p><p></p><p></p><p></p><p>Ha!</p><p>That's one of my tests for a good GM. IMO, a good Gm says 'yes' to things as long as they're not going to overpower. Cantrips do practically nothing, and there's NO reason (that I can see) why they don't get bonus spells per day too. It's senseless that a high level caster can cast more first level spells than cantrips. Oh, he's smart enough to get several bonus spells, sometimes up to ninth level, but not smart enough to cast light once more per day?</p></blockquote><p></p>
[QUOTE="ARandomGod, post: 2132717, member: 17296"] I personally recommend combining [i]spot[/i] and [i]listen[/i] into [i]percieve[/i] to counter this. A familiar is generally worth [i]at least[/i] a medium level feat. Meaning, if your games are set up so that you don't use the familiar for anything else, it grants Great Fortitude or Lightning Reflexes. Sure, it grants alertness too, but most (note that most) mages don't really use that. Arcane Tricksters certainly do, and there are other builds which do too. Also a mid level mage that uses knowledge skills will get a +2 aid another bonus to any knowledge he's really invested in. And even low level mages have a chance to get that +2, it only takes a 10 on aid another. That's using the familiar to the least of it's abilities. I have to agree with the main of this, that in general the power of the monk is pretty low. However I suppose that if you're really running a very, very low magic world they'd become good. I also agree with the general idea of not removing the general feat, instead remove a monk bonus feat.. However, if you're stuck on the 'monks aren't pseudo-european', I say remove all monk weapons, and make all simple weapons monk weapons. Presto! They fit into the world as is. They're just superior unarmed fighters. Oh, and I agree that the sorc should get 4+ int mod. I'd also give him a few more class skills, I give diplomacy, intimidate, and handle animal. It's clear that the sorc was losely based on the wizard, and that they "forgot" that the main stat, intelligence, of the wizard improves his skills whereas the main skill of the sorc does nothing. On the other hand, in my last game I was talked into (by a group, not a sorc player, I don't even have one in that game) simply allowing the sorc to have two extra class skills of his choice, set at first level. I think that also makes much sence. Yea, like I said, in a non-magic campaign the monk would indeed become decent. The game is designed around the idea that the characters will have access to magic weapons. Now, once they GET those weapons, you'll still discover that the monk is virtually untouchable. But that's ok, because he can't hit anything either. Well, depending on what you mean by power, or by holds their own. On the basis of spellpower with their chosen spells they completely excell. But outside of that they're nothing. A few extra skill points thrown their way helps make the class feel less two dimensional, more real. But indeed, in 'actual gameplay' assuming that gameplay is blasting (for a blaster sorc) they do more than hold their own. Generally they can even make up for that pathetic monk. Who pulls his combat weight by standing in front of the sorc and stopping people from hitting her. This opinion just shows how people view things differently (from me). In my games, I'd laugh at any non sorc who ever took a metamagic feat. If a wizard wants a better spell, why waste a feat on it? Really he should just research the spell. It'll ALWAYS be at least some better, in that it'll have a higher save DC at least. Sorc's on the other hand, they understand magic on an instinctual level. They don't have the intellect to sit down and design a new spell, they just wing it, take a little longer to cast and alter the spell some. Spontanious casters are the only types who should ever take a metamagic feat. It practically doubles their 'spells known'. A preparatory caster is just being lazy. Ha! That's one of my tests for a good GM. IMO, a good Gm says 'yes' to things as long as they're not going to overpower. Cantrips do practically nothing, and there's NO reason (that I can see) why they don't get bonus spells per day too. It's senseless that a high level caster can cast more first level spells than cantrips. Oh, he's smart enough to get several bonus spells, sometimes up to ninth level, but not smart enough to cast light once more per day? [/QUOTE]
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