• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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

I would look into it but it requires a credit card to purchase all these really neat pdf books and I don't use them.

I read about that book, and it would be awesome to have.

If you have it, what kinds of options does it have in it?

Rasyr, post it, let's see it and compare.
 

log in or register to remove this ad

Not just credit cards. RPGNow not only uses Pay Pal (a free service which lets you pay via your checking acount), but also accepts money orders through snail mail.

I'm not trying to say you must buy it if you don't want to. I'm just correcting your misunderstanding of how internet business is conducted. :)

Believe me, you are not the only one to not use credit cards. There are plently of others out there like you. That's why there are services like these alternates. To accomodate folks like you.

Have fun.
 


I don't know if some one has said this before, but in the Rokugan Campain setting (NOT OA, different book), there is a new monk class introduced, it's less combat oriented and I do believe it has more options as well
 

From all this, using Rasyr's system, a good alternate monk or two, especially if there was a way to balance the combination of using a Domain from a deity and also the various martial art maneuvers that Rasyr created, that would be neat.

Or, perhaps something like that would work better in a specific campaign world where different schools and monasteries were more prevalent, but the idea is sound.
 

In the less is more category...

The following changes are all that is necessary:

1. allow the quarter staff and some type of short sword to be monk weapons.

2. give the monk an inherit attribute bonus every 4 levels.

3. make their ki strike ability match there monk AC bonus.

g!
 

I didn't read any posts other than the initial one, so I apologize ahead of time if this is redundant.

Anyway, Monks are supposed to be versatile charcters for two reasons. Firstly, its because four of the six ability scores are important for monks. The other classes only have two each that are truly important. Their "versatility" is hurt by this because it essentially forces monks to have low intelligence and charisma scores. Other classes can pick and choose more with the placement of their ability scores.

Secondly, the Monk is a character type that is rigidly devoted to the perfection of their body and spirit by following the teachings of their order. That's why they have lots of abilities and high saving throws. You don't have any say in what your abilities are and thats the point.
 

WHOOPS!

Forgot something. Giving the Monk class more abilities and versatility is making it "too good." If you want to have different styles and schools of martial arts by giving the monks multiclassing or other abilities, you need to take away some of the aspects of the core class as its presented in the PHB. Otherwise, you're making the age old mistake of creating that really good class that everyone will opt to play because it obviously the "best" class.

Peace, I'm out.
 

ATO_DM said:
WHOOPS!

Forgot something. Giving the Monk class more abilities and versatility is making it "too good." If you want to have different styles and schools of martial arts by giving the monks multiclassing or other abilities, you need to take away some of the aspects of the core class as its presented in the PHB. Otherwise, you're making the age old mistake of creating that really good class that everyone will opt to play because it obviously the "best" class.

Peace, I'm out.

Actually, multiclassing is restricted for the Monk solely on asthetic reasons, not on any balance issues. WOTC folks have said this numerous times...
 

1> Allow multiclassing, but only to the Racial Favored Class, and only as long as Monk is still the highest non-Prestige class. For Humans and Half-Elves, any one class can be multi'd with Monk, but if you ever add a level to a third non-Prestige class you can't go back to Monk.

Same goes for Paladins.

(If you do the "school" thing with different combos it's abuseable because you'll always come up with some new school that has exactly the combo you want)

2> The problem with a pure-class Monk is that the abilities are always the same, there is NO variation in class abilities. Rogues pick high-level abilities. Casters pick spells. Fighters pick Feats. Only Monks and Barbarians have no variation, and at least Barbarians can use different items.

So, you could do the stuff in Oriental Adventures, or add more Prestige Classes for them. In my world Monks weren't really religious (so the Domain idea, as good as it is, wouldn't fit), but were more Elemental. So, we tweaked the base class a bit, dropping a couple minor abilities for a new ability, Elemental Strike, that lets them change the damage type of half of their hands' damage to a single common element (Fire/Cold/Electric) at level 6 or so. At higher levels, they can pick more elements to choose from, stronger elements (Acid/Sonic/Psychic/Lawful), and/or replace ALL the hand's damage instead of half. Since they're picking abilities there's more flexibility. Keeps things interesting, and you have to admit, flaming fists is cool.

But, this is probably more appropriate for a Prestige Class.
 

Into the Woods

Remove ads

Top