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The Monk - What is the monk to you and why?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6194020" data-attributes="member: 1165"><p>I much like 4e's interpretation. There's some holes (bad at charging, and implements are weird but necessary if you're not using inherent bonuses), but the flavor matches their abilities.</p><p></p><p>There's two builds in the PH3 (haven't checked the Psionic Power stuff). One is basically a Strength/Dex kung-fu fighter, and one is more of a Wis/Dex "mystic" monk. A high-level Wisdom monk is pretty close to Wuxia. They're a little different compared to other strikers in terms of their exact striker role: lots of Close Blast powers, plus a little bit of control (sliding and knocking opponents prone, so it's a lot like being trip-tastic).</p><p></p><p>The player chooses what powers they want. If you don't want to play a mystic monk, I would recommend not taking the power that lets you do poison damage. Take something that's a bit of a flying kick instead. The "Purity of Body"-style power is a mystical-flavored utility power that you can take if you want it but you can take less mystical jumping powers if you don't want to.</p><p></p><p>The movement powers are <em>reasonable</em>. Many let you move at your speed +2, the equivalent of 40 feet. D20 Modern's martial artist could move at 45 feet if you took five Fast levels and put all their talents into speed. (My d20 Modern martial artist PC had taken three Fast levels and could reach a speed of 40 feet.) What you can't do is move <em>three times faster</em> than anyone else.</p><p></p><p>The damage is reasonable. No DM is going to get scared at the monk doing 1d20 damage, and your damage goes up at the same rate, and for the same reason, as other strikers. You can hit pretty actively, and your AC is built like other Dex-using PCs, so there's no stat-splitting beyond what other 4e classes have to deal with and there's no desperate scrambles for AC-boosting/stat-boosting magic items like the 3e monk had to deal with. There's also no incredibly frustrating super-grapplers (the general nerfs to grappling in 4e took care of this).</p><p></p><p>I think it supported two of the three pillars of gaming. They had a combat role (which worked) and were good at exploration too (especially anything that required jumping). Not so good at the social role though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Whether monks even fit D&D is another story. In 4e they're not in the core books though. You can easily let them in if you want, or easily keep them out if you don't think they fit your campaign.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6194020, member: 1165"] I much like 4e's interpretation. There's some holes (bad at charging, and implements are weird but necessary if you're not using inherent bonuses), but the flavor matches their abilities. There's two builds in the PH3 (haven't checked the Psionic Power stuff). One is basically a Strength/Dex kung-fu fighter, and one is more of a Wis/Dex "mystic" monk. A high-level Wisdom monk is pretty close to Wuxia. They're a little different compared to other strikers in terms of their exact striker role: lots of Close Blast powers, plus a little bit of control (sliding and knocking opponents prone, so it's a lot like being trip-tastic). The player chooses what powers they want. If you don't want to play a mystic monk, I would recommend not taking the power that lets you do poison damage. Take something that's a bit of a flying kick instead. The "Purity of Body"-style power is a mystical-flavored utility power that you can take if you want it but you can take less mystical jumping powers if you don't want to. The movement powers are [i]reasonable[/i]. Many let you move at your speed +2, the equivalent of 40 feet. D20 Modern's martial artist could move at 45 feet if you took five Fast levels and put all their talents into speed. (My d20 Modern martial artist PC had taken three Fast levels and could reach a speed of 40 feet.) What you can't do is move [i]three times faster[/i] than anyone else. The damage is reasonable. No DM is going to get scared at the monk doing 1d20 damage, and your damage goes up at the same rate, and for the same reason, as other strikers. You can hit pretty actively, and your AC is built like other Dex-using PCs, so there's no stat-splitting beyond what other 4e classes have to deal with and there's no desperate scrambles for AC-boosting/stat-boosting magic items like the 3e monk had to deal with. There's also no incredibly frustrating super-grapplers (the general nerfs to grappling in 4e took care of this). I think it supported two of the three pillars of gaming. They had a combat role (which worked) and were good at exploration too (especially anything that required jumping). Not so good at the social role though :( Whether monks even fit D&D is another story. In 4e they're not in the core books though. You can easily let them in if you want, or easily keep them out if you don't think they fit your campaign. [/QUOTE]
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