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Old 12-29-2012, 04:36 AM   Top  -  End  -  #1
nonsi
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Default Monk Fix – could this finally be it ?

.

We all know that despite its many features, in practice, the Monk is probably the second weakest official base class (right after the Soulknife).
I also don’t need to tell you all about the magnitude of Monk fixes out there.

I actually haven’t had plans of dealing with the Monk, but Zman's Monk Fix has stirred something in me, because it was the first time that I saw a decent start for fixing the Monk that uses the core class as a baseline.

Using the following distinction of levels of power and what I know of class balance, I tried to spread the Monk’s abilities (feature-wise) to keep up with the pace of the game at all levels.
I also paid attention not to let personal taste affect this proposed fix and narrowed down things to practicality. For instance, I don’t care for Tongue of the Sun and Moon, but it doesn’t interfere with anything, so I kept it as it is.

The general aim here is, as usual for me, tier-3.

I’m presenting here only the changes I found appropriate to the core Monk.
Whatever’s not specifically (or only partially) addressed here, it is to be taken from the core class as given.

As a general guideline regarding the Special Column’s content:
- Features with no changes from the core class are presented in normal text.
- Features with some changes and core features that need no further explanations (e.g. Uncanny Dodge) are bolded.
- Features with massive changes (Ki Strike) and entirely new features (Ascetic Athleticism, Freedom of Movement...) are bolded, underlined and italicized


Table: The new monk
LevelSpecialAC BonusUnarmored Speed Bonus
1stBonus Feat, Flurry of Blows, Unarmed Strike, Ascetic Athleticism
+0
+0
2ndBonus Feat, Evasion
+1
+5
3rdUncanny Dodge, Still Mind
+1
+5
4thKi Strike (magic, Wis-bonus alternative), Meditation
+2
+10
5thPurity of Body, Dedicated Dodge
+2
+10
6thBonus Feat, Mercurial Stride
+3
+15
7thWholeness of Body, Ki Strike (material, 1H, Crit I)
+3
+15
8thImproved Uncanny Dodge, Tempered Body
+4
+20
9thImproved Evasion, Offensive Mobility
+4
+20
10thKi Strike (alignment, Wis-bonus accumulation), Denying Assault
+5
+25
11thDiamond Body, Greater Flurry
+5
+25
12thBonus Feat, Abundant Step
+6
+30
13thDiamond Soul, Ki Strike (damage type, Ghost Touch)
+6
+30
14thFreedom of Movement, Touching The Ripples
+7
+35
15thQuivering Palm, Retributive Flurry
+7
+35
16thKi Strike (any, 2H, Crit II), Boundless Reach
+8
+40
17thDiamond Resilience, Tongue of the Sun and Moon
+8
+40
18thBonus Feat, Temporal Ki Surge
+9
+45
19thEmpty Body, Diamond Essence
+9
+45
20thPerfect Self, Ki Strike (all)
+10
+50


Alignment: No restriction (see Ki-Strike below).

Class Skills: Add Autohypnosis (XPH, p.36), Lucid Dreaming (MotP, p.203) and Spellcraft as class skills.

Skill Points per Level: 6 + Int-mod (x4 at 1st level)

Monk Weapons: Monks may flurry with Dart and Shuriken. Further, monks add their Dex-bonus when calculating attack rolls & damage scores when attacking with Dart and Shuriken.



Feature Descriptions

Spoiler



Ex-Monks
No such thing as Ex-Monk.

.

Last edited by nonsi : 01-28-2013 at 02:12 AM.
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Old 12-29-2012, 05:44 AM   Top  -  End  -  #2
Zireael
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Default Re: Monk Fix – could this finally be it ?

Why did you remove alignment restriction and the ex-monks?

Otherwise, an excellent fix.
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Old 12-29-2012, 06:10 AM   Top  -  End  -  #3
nonsi
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Default Re: Monk Fix – could this finally be it ?

Quote:
Originally Posted by Zireael View Post
Why did you remove alignment restriction and the ex-monks?
Ex-[base class] is a baggage carried from BECMI and AD&D, where multiclassing was restricted to nonexistent. With time, it became apparent that multiclassing either ameliorates dead levels or serves as preparation for PrCs. I see no reason to carry this burdensome load.

As for the alignment freedom - what if one wanted to play an anarchist monk, or someone that's just not burdened by thoughts of law and chaos?
Why impose RP restrictions on a class?
On a specific character - sure. On a base class - not in my book.

Furthermore, it emphasizes the idea of mind over matter/energy/personality where Ki-Strike plays a role. I've been practicing Tai-Chi for the last year now, and have come to learn that one can have significant control over one's inherent instincts and personal tendencies.

Last edited by nonsi : 12-29-2012 at 06:11 AM.
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Old 12-29-2012, 06:19 AM   Top  -  End  -  #4
PEACH
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Default Re: Monk Fix – could this finally be it ?

The monk still needs the ability to move and full attack at the same time, and even then I'd have trouble considering it T3. It's got a good chassis and eliminates the MAD problems that Monk has, but you've still essentially got nothing but a somewhat better base weapon and some scattered defensive and mobility options (and of course a really weak save or die).

Plus, though monks don't really have much of a use for a swift action in combat, I really don't see the problem with letting them preset their fists or just plain ignore DR instead of being required to punch a guy. I mean, hell, if you know you're going to be facing demons, you'd damn sure know to use holy punches.

Overall, it's definitely a step in the right direction, but it doesn't make it T3. T4, probably (definitely with the move+full attack built in), but I don't see it having enough utility in T3 even with the enhanced skill points.
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Old 12-29-2012, 07:16 AM   Top  -  End  -  #5
nonsi
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Default Re: Monk Fix – could this finally be it ?

Quote:
Originally Posted by PEACH View Post
The monk still needs the ability to move and full attack at the same time, and even then I'd have trouble considering it T3.
Even in the worst cases, at the higher levels, a monk would only lose its least 2 attacks out of 5 and keep its big 3 attacks. Now the Monk is no longer crippled by not full-attacking. Also, there should be some advantage to not moving and putting everything you've got on attacking.


Quote:
Originally Posted by PEACH View Post
It's got a good chassis and eliminates the MAD problems that Monk has, but you've still essentially got nothing but a somewhat better base weapon and some scattered defensive and mobility options (and of course a really weak save or die).
Am I missing something ?
How does one having all good saves + Still Mind + Wis as primary class ability + SR constitute "really weak save or die" ?
I could give it Mettle (6th) and Improved Mettle (15th), but that would make SoS effects moot. I never went for that goal - and I definitely don't wish to give a character an insurance policy.


Quote:
Originally Posted by PEACH View Post
Plus, though monks don't really have much of a use for a swift action in combat, I really don't see the problem with letting them preset their fists or just plain ignore DR instead of being required to punch a guy. I mean, hell, if you know you're going to be facing demons, you'd damn sure know to use holy punches.
Quote: "At the beginning of an encounter with an unknown opponent . . .".
The idea is that Ki-Strike requires a certain level of effort.
Just like nobody's adventuring with a bow string pulled all the time, so does a monk never maintain Ki-Strike active all the time.
However, if a 7th level monk fights a werewolf, then at any future encounter with such creature, he could spend his first round's swift action for Ki-Strike to take effect right from the start.


Quote:
Originally Posted by PEACH View Post
Overall, it's definitely a step in the right direction, but it doesn't make it T3. T4, probably (definitely with the move+full attack built in), but I don't see it having enough utility in T3 even with the enhanced skill points.
What other features would you suggest that would not blatantly step on others' toes ?

Last edited by nonsi : 12-29-2012 at 08:47 AM.
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Old 12-29-2012, 09:13 AM   Top  -  End  -  #6
Dienekes
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Default Re: Monk Fix – could this finally be it ?

Quote:
Originally Posted by nonsi View Post
Am I missing something ?
How does one having all good saves + Still Mind + Wis as primary class ability + SR constitute "really weak save or die" ?
I could give it Mettle (6th) and Improved Mettle (15th), but that would make SoS effects moot. I never went for that goal - and I definitely don't wish to give a character an insurance policy.
I believe he means Quivering Palm is a very weak Save or Die.
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Old 12-29-2012, 09:13 AM   Top  -  End  -  #7
danzibr
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Default Re: Monk Fix – could this finally be it ?

Well, if it's your aim to make it T3 I'd compare it to what I consider to be the golden standard of T3, warblade. So hopefully this version of monk is... comparable to warblade at the same level. Not just damage output but versatility. Granted warblades aren't super versatile, but they have some nice tricks built into their maneuvers. And stances are nice.

Here's some things I see.
  • The regular monk suffers from pathetic offense and subpar defense. They get some nice defensive abilities, but not being able to use armor really takes away from them. I guess we should look at them individually.
  • The Ki Strike takes a step in improving their offense, but it's really nowhere near warblade level. A warblade will have the most powerful weapon they can have with their WBL and will be doing damaging maneuvers on top of it, and their stance might make them do more damage. Ki Strike certainly makes their fists better, but it's not enough and not fast enough compared to regular weapons. Increasing the crit range and multiplier is nice, as is having it bypass DR, but... I'd suggest having them get stuff a bit sooner (like Wis or Str to attack/damage earlier, then both earlier). I guess they can use that one amulet and enchant it up to get things like Valorous and Speed, but it's terribly expensive IIRC. You might want to make them able to enchant their fists with some floating pool of points. I did something similar in my Book of Flux (flowist is like monk). Don't get me wrong, I like a lot of the fixes (especially the +1 to like disarm and stuff), but I just don't think it's bringing their damage up enough.
  • On the topic of damage, PEACH mentioned needing to move and full attack. I'm not sure this is necessary, especially since removing the alignment restriction you'd see Barb 1/Monk X for some good pounce, but... the Flurry of Blows could use some improving.
  • Yeah, they're still down on defense. Letting them wear padded armor and retain their abilities would help. That way they can enchant it up.
  • The capstone is very underwhelming. DR 10/- isn't going to do much at level 20, even if it's good against magic too. If you want to give them DR I'd give them more and sooner. I don't know what a good capstone would be, but it needs one.
Sorry if this came off as rude or something. Just trying to help.
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Old 12-29-2012, 09:14 AM   Top  -  End  -  #8
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Default Re: Monk Fix – could this finally be it ?

There are a couple Psionic Powers that work neatly on the monk. Give him more stuff like Abundant Step.
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Old 12-29-2012, 11:03 AM   Top  -  End  -  #9
nonsi
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Default Re: Monk Fix – could this finally be it ?

Quote:
Originally Posted by danzibr View Post
A warblade will have the most powerful weapon they can have with their WBL and will be doing damaging maneuvers on top of it, and their stance might make them do more damage.
Ok, given that:
1. The Monk treats unarmed strike as manufactured whenever it is to its benefit
2. The monk’s primary asset is its unarmed attack
3. In many discussions people voted for it
I’m quite comfortable with monks magically enhancing their unarmed attack.
With just a tiny bit of stretch, one might allow a monk to treat his/her body as manufactured for the purposes of defense. I’m no anime lover, but just like me, you must have also lost count of the number of times where martial artists were presented to have had their bodies altered and enhanced by some kind of ritual.


Quote:
Originally Posted by danzibr View Post
Ki Strike certainly makes their fists better, but it's not enough and not fast enough compared to regular weapons. Increasing the crit range and multiplier is nice, as is having it bypass DR, but... I'd suggest having them get stuff a bit sooner (like Wis or Str to attack/damage earlier, then both earlier).
Ok, I can’t hog the Flux concept, because it would require an entire class remake and that would miss the entire goal of this fix.
But now that I think of it, I could probably:
1. Make Wis-bonus Alternative a 1st level feature tacked onto Unarmed Strike (not sure if it’s not too much though).
2. Make Wis-bonus Accumulation a 7th level feature.
3. Make Ki-Strike count as Ghost Touch at 13th.
That’d certainly be nice, but I’ll need some feedback on this one and it still doesn’t cover fire/cold/electric/acid/sonic/force/positive/negative damage.


Quote:
Originally Posted by danzibr View Post
On the topic of damage, PEACH mentioned needing to move and full attack. I'm not sure this is necessary, especially since removing the alignment restriction you'd see Barb 1/Monk X for some good pounce, but... the Flurry of Blows could use some improving.
You may have to excuse me not conforming to official material, but given Pounce has no affect whatsoever before 6th level, I reject it as a 1st level feature, due to it belonging to the “cheesecake factory”. As far as I’m concerned, Lion Totem Barbarian doesn’t exist (and if it does, then Pounce is not its ACF).


Quote:
Originally Posted by danzibr View Post
The capstone is very underwhelming. DR 10/- isn't going to do much at level 20, even if it's good against magic too. If you want to give them DR I'd give them more and sooner. I don't know what a good capstone would be, but it needs one.
Did you notice that it affects all types of damage unconditionally ?
But I’m open to suggestions.


Quote:
Originally Posted by danzibr View Post
Sorry if this came off as rude or something. Just trying to help.
Not at all. And thanks.
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Old 12-29-2012, 11:25 AM   Top  -  End  -  #10
danzibr
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Default Re: Monk Fix – could this finally be it ?

I like the idea of treating their bodies as armor so they can enchant it. Yeah, that's quite good. That way if their padded armor is stolen it doesn't matter. Nice.

As for the fire/ice/whatever, I don't think you have to do it. I mean, having your hands/knees/whatever be on fire as you pummel something is cool and all, but monks don't have to have it all. And if they can enchant their hands with some floating pool, maybe like 1/day, then they can give themselves those properties.

Oh, I was agreeing with the not needing to give them pounce. But I do think Flurry of Blows still isn't up to snuff, relative to warblade anyway.

Yeah, I noticed it's supposed to work on everything. So they'd be totally immune to regular magic missiles and plenty of natural damage, but still, it still seems quite weak. Especially since monks are supposed to be a combination of offense and defense using their bodies, then their capstone is the first DR they get... it sort of comes out of nowhere. I realize it's similar to the regular monk's ability, but still, seems strange.

And glad to be of service!
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Old 12-29-2012, 12:26 PM   Top  -  End  -  #11
Zman
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Default Re: Monk Fix – could this finally be it ?

Have to say I like the direction. Also, check some of my latest tweaks. And yes, I stole your Ki Strike Enhancement Bonus.

I think you've fully settled into Tier 4, which IMO isn't a bad place for a non maneuver Melee character to be. Getting to Tier 3 may be difficult and isn't just a matter of scaling numbers.
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Old 12-29-2012, 04:06 PM   Top  -  End  -  #12
nonsi
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Default Re: Monk Fix – could this finally be it ?

Ok, I need some feedbacks.

Looking at the Thief-Acrobat, there are 4 class features that seem appropriate for my Monk:
- Mercurial Charge: 5th
- Dedicated Evasion: 6th
- Power Slide: 9th
- Shadow Tumble: 12th (will still be called “Abundant Step”). If this is too much, I guess I could start Abundant Step at #3/day.

Also, +2 perfection bonus to all ability scores at level 20 seems appropriate to me.

Also note to myself to allow monks to magically enhance their own bodies.

Last edited by nonsi : 12-29-2012 at 05:06 PM.
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Old 12-30-2012, 07:26 AM   Top  -  End  -  #13
nonsi
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Default Re: Monk Fix – could this finally be it ?

I was having this idea of an alternative description for Abundant Step and I want you people to tell me what you think of it.


Abundant Step (Su)
By 12th level, a monk has learned the secret of magically slipping between spaces as part of her movement.
The distance that a monk can cover in this fashion cannot exceed twice her current movement speed.
For each 5ft traveled in such manner, access to this ability is denied for 1 round.
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Old 12-30-2012, 08:59 AM   Top  -  End  -  #14
nonsi
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Default Re: Monk Fix – could this finally be it ?

Quote:
Originally Posted by Dienekes View Post
I believe he means Quivering Palm is a very weak Save or Die.
What tweak would you suggest that would not be OP ?
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Old 12-30-2012, 09:46 AM   Top  -  End  -  #15
Amechra
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Default Re: Monk Fix – could this finally be it ?

Seriously, you could just make it 1/encounter, and it wouldn't be imbalanced.
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Old 12-30-2012, 05:47 PM   Top  -  End  -  #16
nonsi
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Default Re: Monk Fix – could this finally be it ?

Made some serious enhancements and additions.

Summary of changes:
- Better AC progression (thank’s ZMan). This is as far as I’m gonna push it.
- Improved offensive capabilities (mostly Ki-Strike)
- 4 new features: Dedicated Dodge, Mercurial Charge, Tampered Body, Block and Slide.
- Abundant Step redefined.
- Quivering Palm significantly improved.
- Perfect Self: Added +2 perfection increase to all ability scores.


Please tell me what you people think of it now.
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Old 12-30-2012, 08:47 PM   Top  -  End  -  #17
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Default Re: Monk Fix – could this finally be it ?

No full BAB?

The main issue with FoB is that as a mobile combatant it is a bad feature. If you are moving and attacking you can not use Flurry of Blows.
So you want to give it on a standard action attack, or make it a different feature. Really, it would be cool to hand out

Also, I am sad to see the lack of monk weapon support(besides the small ranged support). I have always wanted to do cool things with the Ebberon monk weapon feats.
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Old 12-31-2012, 01:35 AM   Top  -  End  -  #18
Zman
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Default Re: Monk Fix – could this finally be it ?

Quote:
Originally Posted by bobthe6th View Post
No full BAB?

The main issue with FoB is that as a mobile combatant it is a bad feature. If you are moving and attacking you can not use Flurry of Blows.
So you want to give it on a standard action attack, or make it a different feature. Really, it would be cool to hand out

Also, I am sad to see the lack of monk weapon support(besides the small ranged support). I have always wanted to do cool things with the Ebberon monk weapon feats.
He modified Flurry of Blows to work as a Standard, Charge, or Full Attack. He has all normal Monk weapons, plus two more. May not be enough weapons, but it's a start.

Nosi, I like the count as one handed/two handed addition to avoid penalties to special attacks, it's something I overlooked.

Last edited by Zman : 12-31-2012 at 01:39 AM.
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Old 12-31-2012, 05:30 AM   Top  -  End  -  #19
nonsi
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Default Re: Monk Fix – could this finally be it ?

Quote:
Originally Posted by Zman View Post
He has all normal Monk weapons, plus two more. May not be enough weapons, but it's a start.
I didn't give monks bows because they kinda ruin the image of the mobile striker that reaches her targets everywhere.
As levels progress, my Monk simply doesn't need bows.
Furthermore, I'd have a hard time explaining FoB applied to bow-firing. If you can't flurry with it, then it shouldn't be inherently a Monk weapon.
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Old 12-31-2012, 09:24 AM   Top  -  End  -  #20
nonsi
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Default Re: Monk Fix – could this finally be it ?

I've added 4 new features:
- Touching The Ripples (14th)
- Retributive Flurry (15th)
- Boundless Reach (16th)
- Temporal Ki Surge (18th)

Also moved Foresight to level 19.

As far as the concept goes, this class is complete, but I'd still like to know what the other homebrewers think of it and if something requires changes, so please share your thoughts.
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Old 12-31-2012, 11:35 AM   Top  -  End  -  #21
GreenSerpent
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Default Re: Monk Fix – could this finally be it ?

Oh god. Tampered Body needs to be fixed. Put Sizing on it... you now have a Monk who can alter the size of their body at will.

Perhaps add in a line stating that Monks cannot change their size category through this?
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Old 12-31-2012, 12:26 PM   Top  -  End  -  #22
nonsi
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Default Re: Monk Fix – could this finally be it ?

Quote:
Originally Posted by GreenSerpent View Post
Oh god. Tampered Body needs to be fixed. Put Sizing on it... you now have a Monk who can alter the size of their body at will.

Perhaps add in a line stating that Monks cannot change their size category through this?
I'm not sure what you mean. Could you please explain ?

The primary intent was that the monk may treat her own skin as armor for the purpose of enhancements.
What's the loophole here ?
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Old 12-31-2012, 01:21 PM   Top  -  End  -  #23
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Default Re: Monk Fix – could this finally be it ?

They could count their body as a weapon(Monk unarmed strike supports this), and apply the sizing property to it... which allows a wielder to freely change the size of the weapon.

So they could totaly argue that they can freely size themselves at will.
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Old 12-31-2012, 03:56 PM   Top  -  End  -  #24
Amechra
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Default Re: Monk Fix – could this finally be it ?

Sizing doesn't work like that.

Why?

Because size categories only go up to Collosal. Collosal+ if you are playing with the Epic Handbook.

Anything larger is not rule supported.

So, yeah, the monk could increase themselves to Collosal+ size (which is excessively large, anyway.)

I'd be more worried about the monk reducing themselves to the size of a grain of rice; why have a Rogue when the monk can walk through cracks in the door?

I'm about to rewrite most weapon properties to get rid of bull**** like this, which I should be done with... in a few months (there are about 250 weapon properties in all the D&D books. And those are just the official ones.)

So, you might want to put in a note that increasing the size of your unarmed strike doesn't increase your size, basically limiting it to increasing a size or two, at most (or making Sizing completely useless, but thems the breaks.)
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Old 12-31-2012, 04:11 PM   Top  -  End  -  #25
GreatWyrmGold
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Default Re: Monk Fix – could this finally be it ?

This has about as much claim to being "the" monk fix as any.

Out of curiosity, why is the Soulknife weaker than the monk, and why are they both weaker than, say, Commoner or Aristocrat?
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Old 12-31-2012, 04:17 PM   Top  -  End  -  #26
bobthe6th
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Default Re: Monk Fix – could this finally be it ?

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Out of curiosity, why is the Soulknife weaker than the monk, and why are they both weaker than, say, Commoner or Aristocrat?
Well, a soul knife spends 20 levels getting a sword on par with what they could buy, and getting some bonus damage while faving 3/4 BAB on a attack based class. The Monk at least offers some nice defensive abilities and bonuses for their 20 levels of melee combat and 3/4 BAB.
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Old 12-31-2012, 04:22 PM   Top  -  End  -  #27
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Default Re: Monk Fix – could this finally be it ?

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Originally Posted by bobthe6th View Post
Well, a soul knife spends 20 levels getting a sword on par with what they could buy, and getting some bonus damage while faving 3/4 BAB on a attack based class. The Monk at least offers some nice defensive abilities and bonuses for their 20 levels of melee combat and 3/4 BAB.
well, except that Soul Knife also gives you a class feature that is magnificent for prestiging with. Where as monk doesnt really get anything, other then fists which are pretty bad.
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Old 12-31-2012, 05:11 PM   Top  -  End  -  #28
nonsi
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Default Re: Monk Fix – could this finally be it ?

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Originally Posted by GreatWyrmGold View Post
This has about as much claim to being "the" monk fix as any.
Well, ATM it's not so much a claim as a goal (notice the question mark).

I'm aiming for a fix that will:
1. Tier-3
2. Give the Warblade a serious run for its money.
3. Remain as close as possible to the core Monk - in both mechanics and spirit, and yet, at the same time, fix & elevate everything that requires fixing & elevating in the core Monk.
4. Keep things relatively simple, with as little amount of daily-exhaustible class powers as possible.
5. Make players think long and hard before they consider exiting the class for PrC-ing.

When I'm convinced that I got there - then it will be a claim.


Btw, I've added a clause that prevents problematic enhancements such as Sizing.

Last edited by nonsi : 01-07-2013 at 11:58 AM.
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Old 01-01-2013, 03:32 AM   Top  -  End  -  #29
Realms of Chaos
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Default Re: Monk Fix – could this finally be it ?

While I must admit that the title (question mark and all) did strike me as a bit presumptuous at first blush, you have really accomplished something here.

With that said, I suppose that I do have some thoughts to add:
1. As bobthe6th has put forward, I'm kind of surprised that this class doesn't get full BAB as quite a few other monk fixes do. While it may lead to a chassis that seems a bit overwhelming, it still seems odd not to give a front-liner (seeing as this class doesn't quite seem to be a skirmisher) full BAB. Is there any reason for this?
2. One thing that you may want to consider is that the ability to enchant yourself as a magical weapon/armor kind of overlaps with the improved AC bonus and the enhancement bonus from Ki Strike (Stacking for really big numbers for the former and overlapping for the latter). I would personally suggest getting rid of the "extra" +5 weapon/armor bonus that you're granting through class features and simply letting the monk enchant themselves early on (preying to ancestors, channeling their ki, modifying their bodies, etc) as if possessing craft magic arms and armor (limited to their body and unarmed strikes), maybe without paying XP costs to do so. Though the monk would have to "buy" their enhancements with money (meaning that actual rewards would have to be sold for half price), the enhancements would also be crafted for half-price, kind of evening things out.
3. While Dedicated Dodge and Block-and-Slide are indeed martial-artsy, I'm not sure that I see a direct need for either ability. While its true that they provide active defensive options (as opposed the the more passive abilities) that are more easily compared directly to counters from ToB (either or both of which may have been things on your checklist), neither ability truly seems to fill some need that the monk had before. This isn't necessarily bad, mind you, but I'm curious about how you came to include them.
4. Boundless Reach seems a bit confusing as Abundant Step doesn't mention anything about being stopped by walls of force and the like. Was the intention for Abundant Step that you simply move faster than people can perceive instead of actually teleporting?
5. A couple of restrictions on class features seem a bit odd from afar, especially with your stated goal of avoiding such recharge periods. First, as mentioned in previous posts, Quivering Palm isn't the most threatening of save-or-dies. As such, keeping any such restriction on uses per day (instead of, say, active quivering palms or uses per encounter) seems a bit odd. The original monk used similar restrictions, true, but they didn't even work too well back then. Looking at Temporal Ki Surge, an hourly recharge rate is pretty unique and I'm not sure why the traditional encounter recharge wouldn't work (unless you are simply avoiding encounter recharges because they are being done to death). Finally, for foresight, you can probably make the effect continual.
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Old 01-01-2013, 05:22 AM   Top  -  End  -  #30
nonsi
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Default Re: Monk Fix – could this finally be it ?

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Originally Posted by Realms of Chaos View Post
While I must admit that the title (question mark and all) did strike me as a bit presumptuous at first blush, you have really accomplished something here.
Thanks. Coming from you, that means a lot.


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Originally Posted by Realms of Chaos View Post
1. As bobthe6th has put forward, I'm kind of surprised that this class doesn't get full BAB as quite a few other monk fixes do. While it may lead to a chassis that seems a bit overwhelming, it still seems odd not to give a front-liner (seeing as this class doesn't quite seem to be a skirmisher) full BAB. Is there any reason for this?
With Wis-bonus to all attack rolls & damage results, and with the ability to gain defensive and offensive magical enhancements, it seems to me like the Monk catches up on the overall damage output.
Also, this class has quite a few benefits that no other class offers.
I didn't want to create a class that would make the Warblade seem weakling or my Warrior obsolete.
This Monk is meant to play with the big boys in their sandbox, not drive them home sobbing.


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Originally Posted by Realms of Chaos View Post
2. One thing that you may want to consider is that the ability to enchant yourself as a magical weapon/armor kind of overlaps with the improved AC bonus and the enhancement bonus from Ki Strike (Stacking for really big numbers for the former and overlapping for the latter). I would personally suggest getting rid of the "extra" +5 weapon/armor bonus that you're granting through class features ...
Good call. I missed that one.

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Originally Posted by Realms of Chaos View Post
... and simply letting the monk enchant themselves early on (preying to ancestors, channeling their ki, modifying their bodies, etc) as if possessing craft magic arms and armor (limited to their body and unarmed strikes), maybe without paying XP costs to do so.
Wonderful idea.

EDIT:
There should be some level-associated limit on how many powers a monk can accumulate in such manner. Do you have anything in mind for this ?

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Originally Posted by Realms of Chaos View Post
Though the monk would have to "buy" their enhancements with money (meaning that actual rewards would have to be sold for half price), the enhancements would also be crafted for half-price, kind of evening things out.
Maybe I'm missing something here, but how does [No XP cost + 1/2 price] constitute "evening things up" ?
Don't get me wrong, I love the idea. Since a monk can never sell such enhancements, no XP does even things up, but why 1/2 price ?


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Originally Posted by Realms of Chaos View Post
3. While Dedicated Dodge and Block-and-Slide are indeed martial-artsy, I'm not sure that I see a direct need for either ability. While its true that they provide active defensive options (as opposed the the more passive abilities) that are more easily compared directly to counters from ToB (either or both of which may have been things on your checklist), neither ability truly seems to fill some need that the monk had before. This isn't necessarily bad, mind you, but I'm curious about how you came to include them.
As mentioned in post #12 (not that I expected you to keep track), I've encountered the Thief-Acrobat a few days ago.
They are very martial-artsy and the 4 abilities I mentioned seemed very appropriate.
Furthermore, even IRL, martial arts masters that focus all their attention on avoiding blows are incredibly difficult to hit.
Plus, Block-and-Slide is something I've seen repeatedly in anime – and given 9th level characters are not exactly human anymore, it seemed like a nice ability for Wuxia lovers without stretching credibility too much.


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Originally Posted by Realms of Chaos View Post
4. Boundless Reach seems a bit confusing as Abundant Step doesn't mention anything about being stopped by walls of force and the like. Was the intention for Abundant Step that you simply move faster than people can perceive instead of actually teleporting?
Abundant Step emulates D-Door, which is blocked by barriers that cross into the ethereal & astral.
While my remake is no D-Door, it only seems reasonable to me that when just learning the secret of phase-porting, a monk doesn't get the power to ignore the higher end barriers. That comes later


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Originally Posted by Realms of Chaos View Post
5. A couple of restrictions on class features seem a bit odd from afar, especially with your stated goal of avoiding such recharge periods. First, as mentioned in previous posts, Quivering Palm isn't the most threatening of save-or-dies. As such, keeping any such restriction on uses per day (instead of, say, active quivering palms or uses per encounter) seems a bit odd. The original monk used similar restrictions, true, but they didn't even work too well back then. Looking at Temporal Ki Surge, an hourly recharge rate is pretty unique and I'm not sure why the traditional encounter recharge wouldn't work (unless you are simply avoiding encounter recharges because they are being done to death).
That.
Plus, encounter time is not defined well enough to coincide with the body's need to recover.
Plus, in martial arts films – feature as well as animated – "Death Touch" was always a dramatic moment. It seems inappropriate to me for a monk to just spam death effects on every encounter. It certainly seems inappropriate for a monk to have more death effects usage than the most dedicated necromancer.


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Originally Posted by Realms of Chaos View Post
Finally, for foresight, you can probably make the effect continual.
I thought of it, but it seems quite a lot.
I'm no balance expert when it comes to near-epic levels – which is why I need the feedbacks.
Still uncertain here.

Last edited by nonsi : 01-01-2013 at 09:11 AM.
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