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Revised monk
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<blockquote data-quote="Sylrae" data-source="post: 4372004" data-attributes="member: 48520"><p>Now that I have explained the different Abilities, I'm going to evaluate all the schools in detail. as well as some general issues.</p><p></p><p><strong>General:</strong></p><p>1. <em>Do they get all the abilities for their rank?</em> or do they have to pick. If they are expected to pick, some of them are better than others.</p><p></p><p>2. <em>Compass Points:</em> <u>West</u> - most abilities are non-duration abilities, so this is kindof useless. except with wind, and even then it's not useful until youre a grandmaster.</p><p></p><p>3. <em>Awareness of Self:</em> Do they get this while unconscious? its a result of their training, and they can't use it, so I would think other than Mountain's DR they would not. </p><p></p><p>4. <em>Not all the schools presently have a default ability that they get.</em> Mountain does, and maybe sea, but that's it.</p><p></p><p><u><strong>Mountain:</strong></u></p><p></p><p><strong>Iron Fist:</strong> So this ability does NOTHING to non constructs/objects?</p><p></p><p><strong>???:</strong> Does this damage the first object, or just the distanced object? What if your first object is a creature (which I see no real reason it should not be)</p><p></p><p><strong>Rooted in the Earth:</strong> stack with the Awareness of Self DR? because it should, and by default it doesn't.</p><p></p><p><strong>A permanent Earthsense would be a totally awesome ability - just throwing that out there.</strong> Maybe asa higher up ability or something.</p><p></p><p><strong>Earthquake strike:</strong> should add the Monk's STR to the damage.</p><p></p><p></p><p><u><strong>Sea:</strong></u></p><p><strong>Defensive Roll:</strong> making it a reflex save is kindof wind-like. maybe it would be better to make it wis-based (experience, and prediction instead of speed) and revolve around redirecting the attack as the explanation on how they take less damage.</p><p><strong></strong></p><p><strong>Fatiguing Strike: </strong>uses CHA right now, and that is probably an oversight.</p><p></p><p><strong>Relentless Waves:</strong> maybe you should specify the size of the object. if someone is using it on a wall, for example, it shouldnt be the whole wall, just a section.</p><p></p><p><strong>???: </strong>specify that the 5 feet to redirect should allow "through" the monk's square, but to 5 ft behind them. The monk and the attacker should effectively switch squares in that case.</p><p></p><p><u><strong>Sun:</strong></u></p><p></p><p><u>I'm not familiar with Ki Rage or Stunning Fist so I'll look them up later.</u></p><p></p><p><strong>???: </strong>Disarming seems more of a sea thing than a fire thing.</p><p></p><p><strong>Fireburst: </strong>This should be allowed to be worked into a flurry attack (though obviously would have to be the last attack for that to work)</p><p></p><p><strong>Improvised Weapon:</strong> This makes fire come off as a bit of a drunken brawler instead of a martial artist, and I don't think it really fits.</p><p><u><strong></strong></u></p><p><u><strong>Wind:</strong></u></p><p><u>The extra attacks should maybe be a defensive speed ability.</u> Also they're not well defined as to how many extra attacks give what penalties and whatnot.</p><p></p><p><strong>???:</strong> it shouldnt be 3x per day, I think this is the defining characteristic of the school. it should be limited in a non-use way, or the school should lack something else to compensate. the 3x per day should be more like once per round or so. Maybe make it eat up a move action as the limit, so while evading attacks they cant do a flurry.</p><p></p><p><strong>Rushing Wind: </strong>The size needs to vary depending on the monk's size, because they aren't all going to be medium creatures. do like a double/half thing depending, etc.</p><p><strong></strong></p><p><strong>Aspect of the Wind: </strong>How does one determine if they stop moving? I know players who would assume that means at the end of the round, so it needs to be more clearly defined. I can guess how you want it to work, but it would be better if you actually said. Change the wording of can't fly to 'doesn't gain the ability to fly', because if the monk has another means of flight, your raw would take it away.</p><p></p><p>~Darkholme out.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4372004, member: 48520"] Now that I have explained the different Abilities, I'm going to evaluate all the schools in detail. as well as some general issues. [B]General:[/B] 1. [I]Do they get all the abilities for their rank?[/I] or do they have to pick. If they are expected to pick, some of them are better than others. 2. [I]Compass Points:[/I] [U]West[/U] - most abilities are non-duration abilities, so this is kindof useless. except with wind, and even then it's not useful until youre a grandmaster. 3. [I]Awareness of Self:[/I] Do they get this while unconscious? its a result of their training, and they can't use it, so I would think other than Mountain's DR they would not. 4. [I]Not all the schools presently have a default ability that they get.[/I] Mountain does, and maybe sea, but that's it. [U][B]Mountain:[/B][/U] [B]Iron Fist:[/B] So this ability does NOTHING to non constructs/objects? [B]???:[/B] Does this damage the first object, or just the distanced object? What if your first object is a creature (which I see no real reason it should not be) [B]Rooted in the Earth:[/B] stack with the Awareness of Self DR? because it should, and by default it doesn't. [B]A permanent Earthsense would be a totally awesome ability - just throwing that out there.[/B] Maybe asa higher up ability or something. [B]Earthquake strike:[/B] should add the Monk's STR to the damage. [U][B]Sea:[/B][/U] [B]Defensive Roll:[/B] making it a reflex save is kindof wind-like. maybe it would be better to make it wis-based (experience, and prediction instead of speed) and revolve around redirecting the attack as the explanation on how they take less damage. [B] Fatiguing Strike: [/B]uses CHA right now, and that is probably an oversight. [B]Relentless Waves:[/B] maybe you should specify the size of the object. if someone is using it on a wall, for example, it shouldnt be the whole wall, just a section. [B]???: [/B]specify that the 5 feet to redirect should allow "through" the monk's square, but to 5 ft behind them. The monk and the attacker should effectively switch squares in that case. [U][B]Sun:[/B][/U] [U]I'm not familiar with Ki Rage or Stunning Fist so I'll look them up later.[/U] [B]???: [/B]Disarming seems more of a sea thing than a fire thing. [B]Fireburst: [/B]This should be allowed to be worked into a flurry attack (though obviously would have to be the last attack for that to work) [B]Improvised Weapon:[/B] This makes fire come off as a bit of a drunken brawler instead of a martial artist, and I don't think it really fits. [U][B] Wind:[/B][/U] [U]The extra attacks should maybe be a defensive speed ability.[/U] Also they're not well defined as to how many extra attacks give what penalties and whatnot. [B]???:[/B] it shouldnt be 3x per day, I think this is the defining characteristic of the school. it should be limited in a non-use way, or the school should lack something else to compensate. the 3x per day should be more like once per round or so. Maybe make it eat up a move action as the limit, so while evading attacks they cant do a flurry. [B]Rushing Wind: [/B]The size needs to vary depending on the monk's size, because they aren't all going to be medium creatures. do like a double/half thing depending, etc. [B] Aspect of the Wind: [/B]How does one determine if they stop moving? I know players who would assume that means at the end of the round, so it needs to be more clearly defined. I can guess how you want it to work, but it would be better if you actually said. Change the wording of can't fly to 'doesn't gain the ability to fly', because if the monk has another means of flight, your raw would take it away. ~Darkholme out. [/QUOTE]
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