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<blockquote data-quote="GlassJaw" data-source="post: 7551826" data-attributes="member: 22103"><p>I liked your idea for rage...if it was a video a game. Having to track the rage level definitely sounds like too much tracking at the table.</p><p></p><p></p><p></p><p>I definitely like more choice too, especially for the fighter. However, I don't think adding more Fighting Styles is the answer. Since the Fighter can only choose 1 style (or 2 if Champion), you will still only see the best options selected so it becomes a false sense of choice. I like your non-combat ideas a lot though. </p><p></p><p>I've been thinking about adding a new category at level 2 called Versatility or something like that. Like Fighting Style, it would be a list of abilities the fighter can choose from but are strictly non-combat abilities (social and exploration pillars).</p><p></p><p></p><p></p><p>Hmm, I like the ki pool but I can understand the issues with it. It is a major point of differentiation that makes the monk feel and play differently than the other classes which I like.</p><p></p><p>My main issue with the monk is that there are a lot of things that use ki but they are definitely not created equal. And that issue mainly lies with the subclasses. Some of the subclasses just suck. Because of the ki pool, the monk has a design challenge that the other classes do not in that the more ki abilities you give the monk, the more that competes for their ki. And if an ability doesn't get used because the player feels they are stretched too thin with their ki, it leaves them underpowered.</p><p></p><p>That's what makes Way of the Open Hand so good. The first ability - Open Hand Technique - doesn't require you to spend additional ki. It triggers off of an existing ki ability, Flurry of Blows.</p><p></p><p>This is the main problem with Four Elements - <em>everything </em>in the subclass requires spending ki. I'd also argue that the ability costs are too expensive.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7551826, member: 22103"] I liked your idea for rage...if it was a video a game. Having to track the rage level definitely sounds like too much tracking at the table. I definitely like more choice too, especially for the fighter. However, I don't think adding more Fighting Styles is the answer. Since the Fighter can only choose 1 style (or 2 if Champion), you will still only see the best options selected so it becomes a false sense of choice. I like your non-combat ideas a lot though. I've been thinking about adding a new category at level 2 called Versatility or something like that. Like Fighting Style, it would be a list of abilities the fighter can choose from but are strictly non-combat abilities (social and exploration pillars). Hmm, I like the ki pool but I can understand the issues with it. It is a major point of differentiation that makes the monk feel and play differently than the other classes which I like. My main issue with the monk is that there are a lot of things that use ki but they are definitely not created equal. And that issue mainly lies with the subclasses. Some of the subclasses just suck. Because of the ki pool, the monk has a design challenge that the other classes do not in that the more ki abilities you give the monk, the more that competes for their ki. And if an ability doesn't get used because the player feels they are stretched too thin with their ki, it leaves them underpowered. That's what makes Way of the Open Hand so good. The first ability - Open Hand Technique - doesn't require you to spend additional ki. It triggers off of an existing ki ability, Flurry of Blows. This is the main problem with Four Elements - [I]everything [/I]in the subclass requires spending ki. I'd also argue that the ability costs are too expensive. [/QUOTE]
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