Christopher Lambert
First Post
Samuel Leming said:The Monk. I've seen more controversy regarding this class than any other in the core rules. In my experience, players usually don't want to play the monk as written. They shoehorn their martial artist character concepts into this class because there's no other way to get a competent unarmed combatant in the standard rules. Usually what they want to play is closer to a fighter, swashbuckler or rogue with unarmed skills.
Do you allow monks in your games? If so, what changes do you make if any? Is there anything you add from other sources?
In the next campaign I'll run, the monk will follow a more western tradition. I'll start with the cloistered cleric from the Unearthed Arcana and modify that using the spontaneous casting rules plus a few other minor modifications.
If a player wants to play a "martial artist", I'll let him build it using the fighter class(or whatever makes sense for that character) and some unarmed combat feats I'm still working on. What I have now doesn't balance very well yet. If a player really wants to play a standard monk as presented, and I've rarely seen that happen in the last twenty-five years, I'll let them. I'll rename the class as Shou Lin or something to avoid confusion and the character will hail from just a little bit past way way waaaaaaaay over there.
Sam
It doesn't help that DnD isn't very flexible, and Improved Unarmed Strike sucks

The monk is one of the least flexible and least supported classes out there. The lawful requirement is annnoying on it's own; what does being lawful have to do with unarmed combat?
Part of the reason is that the monk isn't a martial artist, he's a mystic, with all kinds of semi-random (and often useless) ki abilities; that's why he only gets a 3/4 BAB. However, people who don't like the mystic angle will gravitate towards it anyway, since it's the only way in the core rules to have unarmed attacks that do decent damage. Well, sort of decent damage.
Here we come to support. WotC goes out of it's way to nerf the ability to add magical effects to unarmed damage. Monks don't get a real enhancement bonus to their weapons on their own (they can't even do that at the cost of 5 feats slots!) ... they have to get a druid to cast greater magic fang on them (I suppose they'll go for the +1 "get every weapon" variety so you're not forced to count how many "weapons" you have on your body) or they have to buy a ridiculously expensive magical item to do so. There's no way of doing this on your own or for a reasonable price.
I wish DnD monks did less base damage; not only would this not scare DMs, but more importantly it means WotC could hand out some more useful enhancement bonuses to monk attacks without fear of creating monks that deal way too much damage.
There were a few tries in non-core products; my favorite was the bracers of striking. Unfortunately it turned your monk into a pugilist rather than a graceful martial artist, which is bad for at least some people.
Even the psion-monk combo doesn't work very well. In some 3rd party sourcebooks that I read (in 3.0), there was no power that would enhance unarmed attacks. I was quite surprised to see this; what were the psi-monks doing during playtesting? Even in 3.5 there's no option either; the 3.5 version of metaphysical claw doesn't have the "affect every natural weapon" option either.

I've seen Monte's oathbound; similar to a monk. Too similar. More of the same. Maybe AU has some "monk"-boosting spells that actually do their job properly, though. It has the "Hands as Weapons" feat that lets you turn yourself into a magical weapon. Very cool. I donb't have the book here (lent it to a friend) so I'm not sure if it affects all your magical weapons.
The best martial artist class I've ever seen is D20 Modern's Martial Artist advanced class. Grim Tales and Spycraft also have very good methods of dealing with martial artists (neither of them use an advanced class, but both have their foibles as well). I don't believe DnD is capable of handling an unarmored warrior - there's no balanced way of boosting AC at low levels without boosting it at higher levels too (which is the source of some of the balance problems).
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