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What can be done with the monk that will make the class more versatile?

Using the system I presented, a DM could design several different styles/progressions and then work them into a Monk's progression.

Alternatively, you could design different styles, each of which are comprised of different abilities and maneuvers. Then let them take them at their own pace, achieving mastery of that style once all components are acquired.

If Monks from a certain school each has their own style, then this will make each and every Monk different without changing the basic Monk.

The good thing about this system is that ANY character may acquire it, not just Monks.

A note about this system:
It is not designed for a character to just pick and choose (though you might allow it). and always make sure that the prerequisites for each ability are fully met!!
 

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Rasyr, I like your martial arts system. It allows maximum flexibility and customization. I would however be very reluctant to introduce a totally new game mechanic that is only of use for unarmed combat. Have you considered similar options for melee fighters? combat with ranged weapons? two weapon fighting? Though I think your martial arts system is good, I think ultimately feats are a better though less versatile option.


Originally posted by comrade raoul
But even if they did, I don't have a problem with fighter/monks being better unarmed combatants than pure monks. In general, a fighter/[anything] should be a better melee combatant than a pure [anything] -- that's more or less the basic premise of the fighter class! Think of the pure monk versus the fighter/monk as analogous to two traditional martial artist archetypes. The first martial artist is contemplative and spiritual, and pursues self-perfection as a goal in itself, with extraordinary dedication and single-mindedness. The other thinks contemplation, spirituality, and self-perfection are all just dandy, but at the end of the day, they're just ways to make him better at kicking butt, his real primary goal.

I see the Monk's UAB the same as a Rogue's sneak attack, or a Barabarian's Rage, or a Druid's Wildshape. The trade-off to multiclassing is that these abilities don't improve unless you take levels in the class.
 
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Witness said:
Rasyr, I like your martial arts system. It allows maximum flexibility and customization. I would however be very reluctant to introduce a totally new game mechanic that is only of use for unarmed combat. Have you considered similar options for melee fighters? combat with ranged weapons? two weapon fighting? Though I think your martial arts system is good, I think ultimately feats are a better though less versatile option.

The system does use Feats. You have to take the Feats to gain further options from the system. Also it is available to ANY class that meets the requirements (and meets the prerequisites for the various abilities).

And while I have had some ideas for melee and missile weapons, I have not realy developed them. Also, it is unlikely that I will have the time to do in the near future, certain other things (like becoming System Editor (part time in addition to my normal job) for Iron Crown Enterprises) have really cut my available free time.
:D
 

what about...

What about elemental monks? Monks that have learned the ways of the elements and have special class abilities that provide them elemental powers...
 

Good timing...I was playing a nonstandard monk last night. Much of it doesn't apply here, though, as the game system was a bastardization of 2nd ed AD&D and White Wolf.

The idea was that the character started off as the standard meditate and fight unarmed(or with a staff) monk. But that was brought to a halt when the city my monastery inhabited was sacked by Orcs(these orcs are organized raiders like the Mongol hordes) and I was captured and sold into slavery. The guy who bought me and two other PCs was a mercenary outfitter and turned each of us into foot soldiers. Shortly, my character developed a fighting style that was based on the use of quick drawing a short sword hidden in a staff. Sort of a twist on Iaujitsu. He was given an ability similar to sneak attack, but it only functioned when the sword was drawn from the staff. If I had to represent it as a d20 feat, it would be like this.

Surprise Strike(martial)
You can draw a hidden weapon attack in the same motion, giving a damage bonus.
Prerequisites: Quick Draw, Dex 13+
Benefit: If you attack an enemy in the same motion that a hidden weapon is drawn, your attack deals an additional 1d6 damage.
Special: This feat may be chosen mutliple times. For each time this feat is chosen it must be applied to a new weapon.

Now that I think about it, since this character is making that ability a defining feature, it may work better as a Prestige Class with ascending levels of damage, but there it is.

The character also found a spellbook(very rare on this world) after the party finished off an Ogre Mage, so he may dabble in magic. No matter how he advances, he always spends time meditating, visits his master whenever possible, and donates most of his coin to the monastery or the poor. He doesn't have too many of the standard monk abilities, though, as I had to buy each ability seperately.
 

Re: what about...

EarthsShadow said:
What about elemental monks? Monks that have learned the ways of the elements and have special class abilities that provide them elemental powers...

The system I presented is not the be all, end all. You can add or subtract abilities and maneuvers as you se fit. Use what is already there as your guide. (note: it already contains some elemental abilities, and your can easily rename others to make them more elemental in nature).

Just do it to fit into your campaign....
 

optional monk class...

I guess if you had a monk/martial artist class that got a lot of bonus feats based on just your feat system then that would be a cool monk class. Basically, we could treat the monk this way: each time it gains a new level, it can choose to keep its standard ability, or swap it with a special bonus martial art feat. This way, it still gets the same number of abilities as it advances, but they won't be the same at all.
 

Actually, I wouldn't recommend that. I would stick with any class who wants these two feats being left to get them only during regular Feat progression.

This is meant for use wih normal progressions, not for trading out special class abilities for. I would also not allow this to be one of the Fighter's special feats (those gainable through class abilities) either.
 

I highly recommend an e-book called "Beyond Monks". It has some very cool ideas. IMO, it was worth the $8.

One of its highlights is a non-mystical monk class, called Martial Artist. This class is very flexible and customizable, having many abilities/feats to select from.

Here's a link:

http://www.rpgnow.com/product_info.php?products_id=143&

As with most products (like this), there are problem areas. Sure, some of the feats or abilities are not going to sit well with you. But I was able to get much out of it with very few changes/vetos.
 

Would be interested in figuring out how much of it came from conversations on the various message boards...

if you are interested, I have an early version of a Martial Artist class from one of the wotc forums. I could post it here and you could do a comparison
 

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