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The Monk -- a Martial Controller
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<blockquote data-quote="WOLead" data-source="post: 4318554" data-attributes="member: 65571"><p>Balance wise through the features, the Monk can do too many options too easily.</p><p></p><p>It looks almost as if you were setting up a Martial Striker rather then a Martial Controller. Strikers focus on damage on one foe at a time, while a Controller deals slightly less damage to many creatures at the same time. There may be a few single target powerful attacks, but they are not common. My ideas to switch this to a Martial Controller are what follows:</p><p></p><p></p><p>As generalhenry said, it is probably a better idea to change the power source to Ki. </p><p>Key Abilities: Strength, Wisdom</p><p>Secondary Abilities: Constitution, Dexterity</p><p></p><p>Huh, my opinion is to drop Dagger and possibly Sickle/Shuriken(Both more of a Ninja weapon as its a tool of a farmer) and add in Mace. Possibly drop Spear as well for the assumption that Monks don't use edged weaponry. Probably isn't accurate, but eh. Focus purely on melee to separate it from the Wizard style controller.</p><p></p><p>Improved Unarmed Strike is a tad weak for a class that is supposed to be tempted with Unarmed combat. Mark is out as that is a Defender move, and this class is supposed to be a controller. Quivering Palm is too much like a Striker's bonus, rather then be appropriate for a Controller.</p><p></p><p>A possibility to change Improved Unarmed Strike to +3 Proficiency with unarmed attacks instead. With pushing the unarmed strike damage up a die size[1d6]. Let a Paragon Path devoted to purely Unarmed bump that up to [1d8] later.</p><p></p><p>For Mark, that is a Defender move, not a controller. Taking it from Fighters just draws away their uniqueness and temptation to play them. Switch it to something like...</p><p></p><p><strong>Focus</strong>: Every time you attack an enemy with a melee or close power, whether you hit or miss, you can choose to focus on that enemy after the attack is finished. An enemy you focus on takes a -2 penalty on attacks against you and -5 on Stealth checks against your Perception. Focus ends if the enemy is 5 squares away at the end of your turn. You are allowed to have multiple focused foes.</p><p></p><p>For Quivering Palm, the following changes.</p><p><strong>Quivering Palm</strong>: Once every turn when you have hit any number of foes under your focus with a Melee or Close attack, you can spend a Minor Action, choose one defense, and place them all under the effects of Quivering Palm. Quivering Palm sets up sympathetic vibrations within its nervous system, disrupting its defenses. A foe under Quivering Palm has -2 to one defense you chose. This effect lasts until the end of your next turn. You can only choose one defense to effect all creatures you are attempting to use Quivering Palm against each turn.</p><p></p><p></p><p>Drop the stances from class features and switch them to Utility powers. I'll show the revisions to this in the Abilities area. As an alternative:</p><p></p><p>Choose one of the two following as a Class feature:</p><p><strong>Trance</strong> -- Monk Class Feature</p><p>"You will yourself into a trance, ignoring any thoughts outside of battle." </p><p>Daily ♦ Martial(Or Ki), Fear</p><p>Standard - Personal</p><p>Effect: Foes under your Focus take extra half Dex modifier damage when struck by your attacks.</p><p></p><p><strong>Iron Resolve</strong> -- Monk Class Feature</p><p>"Through your might alone, you ignore damage done against you in order to continue on."</p><p>Daily ♦ Martial(Or Ki)</p><p>Standard - Personal</p><p>Effect: You gain Resist (Half your Con Modifier) All until the end of the encounter.</p><p></p><p>Trance is for a Monk who wants to be more like a Striker. Less powerful then a Striker's extra damage, but can add extra damage against multiple foes at once. Iron Resolve for Monks who want to act more like a Defender. Doesn't make an enemy want to attack you, but allows you to survive an onslaught of attacks by yourself.</p><p></p><p>Personal revisions from above.</p><p></p><p><strong>Flurry of Blows</strong> -- Monk Attack 1</p><p>At-Will • Martial(Or Ki), Weapon</p><p>Standard • Close Burst(1) </p><p>Target: Each enemy in the burst.</p><p>Attack: Strength vs. AC per enemy</p><p>Hit: 1[w] damage.</p><p>Special: Increase damage to 2[w] at 21st level.</p><p></p><p>Replacement for Sweeping Blow</p><p><strong>Grasping Wraith Blow</strong> -- Monk Attack 1</p><p>"You slide towards a creature unsuspectingly, grasping them, and pulling them closer."</p><p>At-Will • Martial(Or Ki), Weapon</p><p>Standard • Close Burst(2)</p><p>Target: One, two, or three critters in the burst</p><p>Attack: Strength vs. Fortitude per creature</p><p>Hit: 1[w] damage, and you may Pull the target 1 square.</p><p>Special: Increase damage to 2[w] at 21st level.</p><p></p><p><strong>Stunning Fist</strong> -- Monk Attack 1</p><p>At-Will • Martial(Or Ki), Weapon</p><p>Standard • Close Burst 1</p><p>Target: Each creature in the burst.</p><p>Attack: Wisdom vs. AC</p><p>Hit: 1[w] damage, and the target grants Combat Advantage to the next attack against it before the end of your next turn.</p><p>Special: Increase damage to 2[w] at 21st level.</p><p></p><p>Replacement for Find the Gap.</p><p><strong>Pressure Strike</strong> -- Monk Attack 1</p><p>"You swing your weapon so harshly through the air, it compresses the air and striking the target as if you had done so with the weapon itself."</p><p>At-Will • Martial(Or Ki), Weapon</p><p>Standard • Range 5</p><p>Target: One critter</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 1[w] + Wis damage.</p><p>Special: Increase damage to 2[w] + Str at 21st level.</p><p></p><p></p><p>Level 2 Utility Powers:</p><p><strong>Poised Viper</strong> -- Monk Utility 2</p><p>Encounter • Martial(Or Ki), Stance</p><p>Minor • Personal</p><p>Effect: While you are in this stance, adjacent enemies who attempt to shift provoke an opportunity attack from you. If your opportunity attack hits, their Shift distance drops by 1.</p><p></p><p><strong>Dancing Crane</strong> -- Monk Utility 2</p><p>At-Will • Martial(Or Ki), Stance</p><p>Minor • Personal</p><p>Requirement: You must be wearing Cloth or no armor, and you may not be wearing a Shield.</p><p>Effect: While you are in this stance, you gain a +2 bonus to your AC and Reflex defenses.</p><p></p><p>I was tempted to switch Con and Str around, to make a weapon class that accuracy is depended on Con, rather then Strength. Similar to Rogues, their Light Blades, and Dex.</p><p></p><p>The AoE attacks are allowed, due to the limitation on weapons that should be 1d8 or less. A Fighter with Cleave can wield a much stronger weapon to damage one creature more in response. Its similar to how a Wizard can have a Close Blast for an At-Will. Each Monk power should have a limitation on it to the weapons a Monk is planned on using, similar to Rogues and Light Blades, Crossbows, and Slings.</p><p></p><p>Just my ideas on possible changes to a Monk Controller class. What do you think? Ignore or take from the above as you wish, just don't go and make the Monk so tempting to become one and running as any different Character Role.</p></blockquote><p></p>
[QUOTE="WOLead, post: 4318554, member: 65571"] Balance wise through the features, the Monk can do too many options too easily. It looks almost as if you were setting up a Martial Striker rather then a Martial Controller. Strikers focus on damage on one foe at a time, while a Controller deals slightly less damage to many creatures at the same time. There may be a few single target powerful attacks, but they are not common. My ideas to switch this to a Martial Controller are what follows: As generalhenry said, it is probably a better idea to change the power source to Ki. Key Abilities: Strength, Wisdom Secondary Abilities: Constitution, Dexterity Huh, my opinion is to drop Dagger and possibly Sickle/Shuriken(Both more of a Ninja weapon as its a tool of a farmer) and add in Mace. Possibly drop Spear as well for the assumption that Monks don't use edged weaponry. Probably isn't accurate, but eh. Focus purely on melee to separate it from the Wizard style controller. Improved Unarmed Strike is a tad weak for a class that is supposed to be tempted with Unarmed combat. Mark is out as that is a Defender move, and this class is supposed to be a controller. Quivering Palm is too much like a Striker's bonus, rather then be appropriate for a Controller. A possibility to change Improved Unarmed Strike to +3 Proficiency with unarmed attacks instead. With pushing the unarmed strike damage up a die size[1d6]. Let a Paragon Path devoted to purely Unarmed bump that up to [1d8] later. For Mark, that is a Defender move, not a controller. Taking it from Fighters just draws away their uniqueness and temptation to play them. Switch it to something like... [b]Focus[/b]: Every time you attack an enemy with a melee or close power, whether you hit or miss, you can choose to focus on that enemy after the attack is finished. An enemy you focus on takes a -2 penalty on attacks against you and -5 on Stealth checks against your Perception. Focus ends if the enemy is 5 squares away at the end of your turn. You are allowed to have multiple focused foes. For Quivering Palm, the following changes. [b]Quivering Palm[/b]: Once every turn when you have hit any number of foes under your focus with a Melee or Close attack, you can spend a Minor Action, choose one defense, and place them all under the effects of Quivering Palm. Quivering Palm sets up sympathetic vibrations within its nervous system, disrupting its defenses. A foe under Quivering Palm has -2 to one defense you chose. This effect lasts until the end of your next turn. You can only choose one defense to effect all creatures you are attempting to use Quivering Palm against each turn. Drop the stances from class features and switch them to Utility powers. I'll show the revisions to this in the Abilities area. As an alternative: Choose one of the two following as a Class feature: [b]Trance[/b] -- Monk Class Feature "You will yourself into a trance, ignoring any thoughts outside of battle." Daily ♦ Martial(Or Ki), Fear Standard - Personal Effect: Foes under your Focus take extra half Dex modifier damage when struck by your attacks. [b]Iron Resolve[/b] -- Monk Class Feature "Through your might alone, you ignore damage done against you in order to continue on." Daily ♦ Martial(Or Ki) Standard - Personal Effect: You gain Resist (Half your Con Modifier) All until the end of the encounter. Trance is for a Monk who wants to be more like a Striker. Less powerful then a Striker's extra damage, but can add extra damage against multiple foes at once. Iron Resolve for Monks who want to act more like a Defender. Doesn't make an enemy want to attack you, but allows you to survive an onslaught of attacks by yourself. Personal revisions from above. [b]Flurry of Blows[/b] -- Monk Attack 1 At-Will • Martial(Or Ki), Weapon Standard • Close Burst(1) Target: Each enemy in the burst. Attack: Strength vs. AC per enemy Hit: 1[w] damage. Special: Increase damage to 2[w] at 21st level. Replacement for Sweeping Blow [b]Grasping Wraith Blow[/b] -- Monk Attack 1 "You slide towards a creature unsuspectingly, grasping them, and pulling them closer." At-Will • Martial(Or Ki), Weapon Standard • Close Burst(2) Target: One, two, or three critters in the burst Attack: Strength vs. Fortitude per creature Hit: 1[w] damage, and you may Pull the target 1 square. Special: Increase damage to 2[w] at 21st level. [b]Stunning Fist[/b] -- Monk Attack 1 At-Will • Martial(Or Ki), Weapon Standard • Close Burst 1 Target: Each creature in the burst. Attack: Wisdom vs. AC Hit: 1[w] damage, and the target grants Combat Advantage to the next attack against it before the end of your next turn. Special: Increase damage to 2[w] at 21st level. Replacement for Find the Gap. [b]Pressure Strike[/b] -- Monk Attack 1 "You swing your weapon so harshly through the air, it compresses the air and striking the target as if you had done so with the weapon itself." At-Will • Martial(Or Ki), Weapon Standard • Range 5 Target: One critter Attack: Wisdom vs. Reflex Hit: 1[w] + Wis damage. Special: Increase damage to 2[w] + Str at 21st level. Level 2 Utility Powers: [b]Poised Viper[/b] -- Monk Utility 2 Encounter • Martial(Or Ki), Stance Minor • Personal Effect: While you are in this stance, adjacent enemies who attempt to shift provoke an opportunity attack from you. If your opportunity attack hits, their Shift distance drops by 1. [b]Dancing Crane[/b] -- Monk Utility 2 At-Will • Martial(Or Ki), Stance Minor • Personal Requirement: You must be wearing Cloth or no armor, and you may not be wearing a Shield. Effect: While you are in this stance, you gain a +2 bonus to your AC and Reflex defenses. I was tempted to switch Con and Str around, to make a weapon class that accuracy is depended on Con, rather then Strength. Similar to Rogues, their Light Blades, and Dex. The AoE attacks are allowed, due to the limitation on weapons that should be 1d8 or less. A Fighter with Cleave can wield a much stronger weapon to damage one creature more in response. Its similar to how a Wizard can have a Close Blast for an At-Will. Each Monk power should have a limitation on it to the weapons a Monk is planned on using, similar to Rogues and Light Blades, Crossbows, and Slings. Just my ideas on possible changes to a Monk Controller class. What do you think? Ignore or take from the above as you wish, just don't go and make the Monk so tempting to become one and running as any different Character Role. [/QUOTE]
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