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Yet ANOTHER Alt.Monk
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<blockquote data-quote="Spatzimaus" data-source="post: 521839" data-attributes="member: 3051"><p>Wow, I'm surprised this thing got bumped, it's been a month. Anyhoo, it's a fair point. Monk multiclasses great with Psychic Warrior, except that under the core rules Monks don't multiclass well at all since you can't go back, but that's a commonly house-ruled thing.</p><p></p><p>In my experience, it ends up working the other way. If you want a Monk/PW cross, you're better off just taking PW all the way and taking Feats like Speed of Thought and Improved Unarmed Strike. The various Psychometabolism powers substitute nicely for the Monk abilities. This keeps Monks from being great multiclassers; you might see someone take 1 level of Monk, but you won't see many Monks take 1 level of something else.</p><p></p><p>That's the reason I did this in the first place. The core Monk is so limited that you're better off taking a more flexible class like Psychic Warrior and using the Feats/spells to gain those Monk abilities you really wanted, and uneven multiclassing isn't really an option for anyone other than Humans and Half-Elves. Even multiclassing isn't possible thanks to the Monk restriction.</p><p></p><p>I hate limited classes. IMC, we reworked the Monk, Barbarian, Paladin, and Ranger pretty heavily, under the design concept that every class should:</p><p>A> Give the CHARACTER options during combat, not just the same "I attack him with my weapon" over and over. Call it "tactical flexibility". To a lesser extent, this is also day-to-day flexibility; the ability to memorize different spells each day based on what you plan on fighting, for example.</p><p>B> Give the PLAYER choices as the character progresses. Call it "strategic flexibility". A Fighter picks new Feats, a Sorcerer picks new known spells, things like that. </p><p>Monks and Barbarians have very little strategic flexibility in the PHB. Rangers get to pick Favored Enemies, Rogues get high-level abilities, and Paladins get the limited choice of a Mount, or they'd be in the same category. If I'm a level 15 Monk, I'll be identical to every other level 15 Monk, except for the general Feats, my attributes, and how I distributed my skill points.</p><p></p><p>It's not that this lack of flexibility can't be worked around by multiclassing, it's that it shouldn't HAVE to be. Core classes should not be so limited; PrCs shouldn't be required just to keep the game interesting. That's why my alt.Monk is designed the way it is; the player has some choices as to what kind of Monk he wants to be, and there are more "active" abilities to choose from (the spell-like abilities, the new Ki modes, etc.) during combat.</p><p>Now, to make up for an increase in flexibility, you should reduce power a bit. While all the 5th-circle abilities I've given the Monk seem impressive, realize that he can't get more than 3, and even that would be difficult.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 521839, member: 3051"] Wow, I'm surprised this thing got bumped, it's been a month. Anyhoo, it's a fair point. Monk multiclasses great with Psychic Warrior, except that under the core rules Monks don't multiclass well at all since you can't go back, but that's a commonly house-ruled thing. In my experience, it ends up working the other way. If you want a Monk/PW cross, you're better off just taking PW all the way and taking Feats like Speed of Thought and Improved Unarmed Strike. The various Psychometabolism powers substitute nicely for the Monk abilities. This keeps Monks from being great multiclassers; you might see someone take 1 level of Monk, but you won't see many Monks take 1 level of something else. That's the reason I did this in the first place. The core Monk is so limited that you're better off taking a more flexible class like Psychic Warrior and using the Feats/spells to gain those Monk abilities you really wanted, and uneven multiclassing isn't really an option for anyone other than Humans and Half-Elves. Even multiclassing isn't possible thanks to the Monk restriction. I hate limited classes. IMC, we reworked the Monk, Barbarian, Paladin, and Ranger pretty heavily, under the design concept that every class should: A> Give the CHARACTER options during combat, not just the same "I attack him with my weapon" over and over. Call it "tactical flexibility". To a lesser extent, this is also day-to-day flexibility; the ability to memorize different spells each day based on what you plan on fighting, for example. B> Give the PLAYER choices as the character progresses. Call it "strategic flexibility". A Fighter picks new Feats, a Sorcerer picks new known spells, things like that. Monks and Barbarians have very little strategic flexibility in the PHB. Rangers get to pick Favored Enemies, Rogues get high-level abilities, and Paladins get the limited choice of a Mount, or they'd be in the same category. If I'm a level 15 Monk, I'll be identical to every other level 15 Monk, except for the general Feats, my attributes, and how I distributed my skill points. It's not that this lack of flexibility can't be worked around by multiclassing, it's that it shouldn't HAVE to be. Core classes should not be so limited; PrCs shouldn't be required just to keep the game interesting. That's why my alt.Monk is designed the way it is; the player has some choices as to what kind of Monk he wants to be, and there are more "active" abilities to choose from (the spell-like abilities, the new Ki modes, etc.) during combat. Now, to make up for an increase in flexibility, you should reduce power a bit. While all the 5th-circle abilities I've given the Monk seem impressive, realize that he can't get more than 3, and even that would be difficult. [/QUOTE]
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