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Separating the Way of the Four Elements Monk
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<blockquote data-quote="Hawk Diesel" data-source="post: 7444016" data-attributes="member: 59848"><p>Thanks for the feedback, [MENTION=6784845]MonkeezOnFire[/MENTION]!</p><p></p><p></p><p></p><p>I agree. Part of the problem I faced when developing these archetypes is trying not to replicate what other archetypes have done. For example, throwing around ranged attacks is much of what is already done by the Way of the Sun Soul. I want something more than reflavoring their ranged blasts from radiant to bludgeoning damage. So from a mechanical point of view, I'm not sure how to replicate throwing around boulders or sinking enemies into the ground without going the route of the original Way of the Four Elements with spell-like abilities with a Ki cost (which I'm also trying to avoid). For that reason, for some of these archetypes I thought about what it means to be a monk that fights using the style of earth bending. In Avatar, most earth benders wait for the right moment to strike and when they do, they strike hard. Until that moment, they remain tough and have the most direct physical defense (as opposed to Fire benders that are all about attack, Air benders who focus on evasion and movement, and Water benders who flow and defend through redirection and control of the field of battle). </p><p></p><p>That said, if you have ideas that replicate throwing around boulders and such that doesn't replicate something that has already been done, I would love to hear it! I definitely would like that feel for these guys as well, but I just don't know how to execute it at the moment. </p><p></p><p> </p><p></p><p>Thanks! Glad you like it. As for the ki cost, I thought about that. But the thing is, in order to initiate the grapple in the first place requires spending a ki point on each opponent grappled. Then next round, you can initiate the restraint condition, but that itself as an action cost. So you are already spending up to 4 ki points to set it up, and then skipping an opportunity when you could be attacking. Given this, I thought it appropriate to leave the cost as an opportunity cost where you are choosing to use the ability or continue with offensive attacks.</p><p></p><p></p><p></p><p>Thanks! Corrected!</p><p></p><p></p><p></p><p>That is actually not a bad idea. At least, in terms of getting some mechanical ideas for some of the elemental themed abilities. I still want to avoid too much of a dependence of needing to use Ki points for every ability as the Way of the Four Elements did, since it is the only monk archetype that has such a significant Ki point cost to all of its abilities.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7444016, member: 59848"] Thanks for the feedback, [MENTION=6784845]MonkeezOnFire[/MENTION]! I agree. Part of the problem I faced when developing these archetypes is trying not to replicate what other archetypes have done. For example, throwing around ranged attacks is much of what is already done by the Way of the Sun Soul. I want something more than reflavoring their ranged blasts from radiant to bludgeoning damage. So from a mechanical point of view, I'm not sure how to replicate throwing around boulders or sinking enemies into the ground without going the route of the original Way of the Four Elements with spell-like abilities with a Ki cost (which I'm also trying to avoid). For that reason, for some of these archetypes I thought about what it means to be a monk that fights using the style of earth bending. In Avatar, most earth benders wait for the right moment to strike and when they do, they strike hard. Until that moment, they remain tough and have the most direct physical defense (as opposed to Fire benders that are all about attack, Air benders who focus on evasion and movement, and Water benders who flow and defend through redirection and control of the field of battle). That said, if you have ideas that replicate throwing around boulders and such that doesn't replicate something that has already been done, I would love to hear it! I definitely would like that feel for these guys as well, but I just don't know how to execute it at the moment. Thanks! Glad you like it. As for the ki cost, I thought about that. But the thing is, in order to initiate the grapple in the first place requires spending a ki point on each opponent grappled. Then next round, you can initiate the restraint condition, but that itself as an action cost. So you are already spending up to 4 ki points to set it up, and then skipping an opportunity when you could be attacking. Given this, I thought it appropriate to leave the cost as an opportunity cost where you are choosing to use the ability or continue with offensive attacks. Thanks! Corrected! That is actually not a bad idea. At least, in terms of getting some mechanical ideas for some of the elemental themed abilities. I still want to avoid too much of a dependence of needing to use Ki points for every ability as the Way of the Four Elements did, since it is the only monk archetype that has such a significant Ki point cost to all of its abilities. [/QUOTE]
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