The Monk: What changes would you like to see?

BillyBeanbag said:
Hmmm... this sounds like something I just read in M. Cook's Design Diary for Arcana Unearthed...

I don't know if this refers to my post or not, but for the record, I know nothing about Arcana Unearthed.
 

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mmu1 - yes, sorry that was in reference to your post, it just kind of reminded me of his design diary entry (here's a snippet):

"The Unfettered: The warmain's equal but opposite, these warriors forgo armor for agility. Their goal is to avoid taking damage altogether. Normally bored with elaborate plans and tactics, they leap into battle and use speed and skill to their advantage. They are swashbucklers -- dashing heroes and rogues who pay just as much attention to style and panache as they do to accomplishing their goal. They gain Armor Class bonuses as they advance in level when they wear Light or no armor. They gain evasion and even the ability to make sneak attacks, because they use their speed and wits in battle rather than just their strength."

http://www.montecook.com/diary.html
 

Oddly my biggest problem is the name. OK monk in the asian settings is a martial artist. I'll give you that. But in the European setting I didn't think monks were martial artist, maybe thump ya with a staff, but not punch you in that vital point sending you into a daze kinda thing. If you're gonna call it 'monk' in a medievil Europe setting, I'd make it more like:
Proficent with all simple weapons
Must choose a god and worship him
Divine spells - not attack ones or things like bull's strength
Peaceful - Generally liked, and doesn't want to attack except as last resort
Vow of Poverty - must give excess gold to charities
Lots of craft and profession skills.
And yeah, I could never see this character occuring in DnD. Nobody would play it. Then again, (European) monks tried to avoid combat except in defense.
Of course this is my view of things.
-cpd
 

If they are to be replaced with another class it should be one called the Martial Artist...

Martial Artist works because there are martial arts styles from places outside of Asia such as Copeira, Savate, Pancratium, Fencing and others.
 

I would like to see their abilities changed slightly to be more open to multiclasing. Several of the Monks key powers rely on his Monk level, completely unlike the Fighter and Rogue, and thus why Fighter and Rogue multi-class so well. Even spell DC's don't rely on class level.

Combined with alignment and multiclass restrictions this makes it hard to multiclass to reach a concept within the rules.
 

As long as a high-level monk is ineffective unless he's draped in hundreds of thousands of gold pieces worth of magic items, the 3E monk is going to suck.

Monks shouldn't need magic items. Hell, monks shouldn't be able to even use them. Nope. They're that damn cool.
 



Personally I would like to see them changed so that they have a list of techniques to choose from based on level, sort of like the secrets thing for the lore master, though with more options. I would like them to be able to build their own style rather than locked into the one path progression they currently are. (And hopefully this would allow the flexability to build a hand to hand fighter without the eastern extra's if thats not your thing.
 

Forrester said:
As long as a high-level monk is ineffective unless he's draped in hundreds of thousands of gold pieces worth of magic items, the 3E monk is going to suck.

Monks shouldn't need magic items. Hell, monks shouldn't be able to even use them. Nope. They're that damn cool.

Just define Virtual Items that function like magic items. Instead of using a Lens of Seeing (eye wear slot), a monk learns a special technique that works the exact same way - including taking up the item slot. While the effect can't be removed, it also can't be passed around to others willingly. I'd say that the net difference is zero, but it might be worth a small cost increase.

For example, a monk have mastered Piercing the Veil, an ability like True Seeing, Iron Skin mastery for a natural armor bonus, etc instead of magic items. The abilities are still taking up slots and using normal bonus types, so even if combined with items they shouldn't be unbalancing.
 

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