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<blockquote data-quote="DEFCON 1" data-source="post: 7890273" data-attributes="member: 7006"><p>Having looked at how you've set up the template for your Marshal class using the Monk... it looks as though its perfectly set up to give two abilities that require no adjustments whatsoever. This help maintain class balance because if it works for the Monk, it should be fine for the Marshal. And that being Flurry of Blows (with the Martial Arts die) and the bonus movement.</p><p></p><p>Instead of these being added to the Monk's personal economy, the Marshal gives them to other characters.</p><p></p><p>They are both very simple changes-- on the Monk's turn he can use 'Flurry of Instructions' as part of a bonus action to give another character an attack that uses the 'Martial Combat' die for damage... and the Monk can use their reaction to move an ally a number of feet equal to the "Unarmored Movement" amount (whatever you want to rename it.)</p><p></p><p>Now yes, I'm sure there will be some complaints about possible synergy issues and how letting another PC move or attack (possibly with whatever extra bonuses they get from their class) is not truly "balanced" as when the Monk does it on their own. But I honestly do not think that potential "imbalance" is enough to scrap the entire Monk formatting and try and come up with something new. The Monk tells us that a "third" attack in a round is okay if that damage equals the Martial Arts die, and a character moving extra feet equal to "Unarmored Movement" is not a problem. So don't throw out the baby with the bathwater-- two of the biggest traditional Warlord abilities are granting others attacks and repositioning allies, so if you can get both of them with Monk abilities already established... you now have all the other Monk stuff to use for all the other Warlordy goodness you are looking for.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7890273, member: 7006"] Having looked at how you've set up the template for your Marshal class using the Monk... it looks as though its perfectly set up to give two abilities that require no adjustments whatsoever. This help maintain class balance because if it works for the Monk, it should be fine for the Marshal. And that being Flurry of Blows (with the Martial Arts die) and the bonus movement. Instead of these being added to the Monk's personal economy, the Marshal gives them to other characters. They are both very simple changes-- on the Monk's turn he can use 'Flurry of Instructions' as part of a bonus action to give another character an attack that uses the 'Martial Combat' die for damage... and the Monk can use their reaction to move an ally a number of feet equal to the "Unarmored Movement" amount (whatever you want to rename it.) Now yes, I'm sure there will be some complaints about possible synergy issues and how letting another PC move or attack (possibly with whatever extra bonuses they get from their class) is not truly "balanced" as when the Monk does it on their own. But I honestly do not think that potential "imbalance" is enough to scrap the entire Monk formatting and try and come up with something new. The Monk tells us that a "third" attack in a round is okay if that damage equals the Martial Arts die, and a character moving extra feet equal to "Unarmored Movement" is not a problem. So don't throw out the baby with the bathwater-- two of the biggest traditional Warlord abilities are granting others attacks and repositioning allies, so if you can get both of them with Monk abilities already established... you now have all the other Monk stuff to use for all the other Warlordy goodness you are looking for. [/QUOTE]
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