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7 months ago ::
Nov 14, 2012 - 8:38AM
#121
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Date Joined:
Jun 17, 2010
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Well, the Wizard "only" needs int, dex, and con. "only" 3 abilities...
D&D Next = D&D: Quantum Edition
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7 months ago ::
Nov 14, 2012 - 8:39AM
#122
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Date Joined:
Mar 13, 2010
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Cleric: Wis/Str Wis/Dex Wis/Con Wis/Int Wis/Cha
Fighter: Str/Dex Str/Con Str/Int Str/Wis Str/Cha Dex/Con Dex/Int Dex/Wis Dex/Cha
Rogue: Dex/Str Dex/Con Dex/Int Dex/Wis Dex/Cha
Wizard Int/Str Int/Dex Int/Con Int/Wis Int/Cha
Monk: Dex/Wis
Thanks for the list, notice the following: Outside of the Monk, mudane classes that decide to focus on non-physical stats are boned in a combat situation. Unless that's what you are looking for in a character (Which them is fine) you'd probably pick those as something secundary for your main stats.
I'd also like to point out how manage different stats you can combine with the Fighter and work ok in a combat situation (He can let go of Strength and focus on dexterity for his offensive stat) that you can't with a Rogue (Well I guess if you are willing to pick the inferior manuevers over the superior skills the rogue -could- do some ok Strength builds. But if you want a fast and dashing combatant, why not a dex based fighter? If it's about skills just pick a background that fits with your concept.)
Well, the Wizard "only" needs int, dex, and con. "only" 3 abilities...
A wizard could have an 8 on every single stat and a 18 on his int and he would be fine and probably several solutions to a adventure at hand.
Granted, he'd be extremely fragile and easy to hit, but he just needs his Int for his spells.
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7 months ago ::
Nov 14, 2012 - 8:41AM
#123
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Date Joined:
Jul 23, 2010
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Cmon now, we both know that Dex and Wis are both of paramount importance for the monk right now, while the only important ability for wizards is Int. Dex and Con might be nice for a Wizard, but they are not even close to int.
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7 months ago ::
Nov 14, 2012 - 8:42AM
#124
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Date Joined:
Nov 14, 2012
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Well, the Wizard "only" needs int, dex, and con. "only" 3 abilities...
NO, the wizard just needs MONSTROUS constitution (17+ on first level) to get good hp per level, then a secondary (14-15) intelligence. most other scores can be aforded at 8. the wizard will be protected by invisibility, levitate, mirror image, and (later) wall of force etc. so he wont get attacked much, these few attacks may as well hit, they'll just scratch him.
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7 months ago ::
Nov 14, 2012 - 8:42AM
#125
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Date Joined:
Jun 17, 2010
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AC matters for the monk, but not for the wizard?
k
You do realize that ranged and magic attacks target AC, right? Not just the frontliners need it.
D&D Next = D&D: Quantum Edition
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7 months ago ::
Nov 14, 2012 - 8:43AM
#126
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Date Joined:
Jun 17, 2010
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invisibility, levitate, mirror image, and (later) wall of force etc. so he wont get attacked much, these few attacks may as well hit, they'll just scratch him.
Oh, so the wizard gets away with not requiring stats because he's actually a demigod, rather than an adventurer.
k
D&D Next = D&D: Quantum Edition
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7 months ago ::
Nov 14, 2012 - 8:46AM
#127
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Date Joined:
May 16, 2004
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1) Do you like the choice to use Expertise Dice for the monk? Why or why not? I feel that Expertise Dice are a good basis for non-spellcasting classes to have something special, too. So generally, yes, it is a good choice, IMO. I would like to have different maneuvers for different classes, though, to make each class special. IMO, almost no maneuvers should overlap.
2) Do you like the implementation of daily resources for Ki uses? Why or why not? Stunning Strike seems like a normal monk ability to me, so it is fine. And the monk can magically heal with ki. As I think that generally self healing powers for all characters should increase, I am fine with this also.
3) Do you feel that the abilities granted by Ki uses are appropriate? What else would you like to see? They are bland compared to what 4E monks can do. DNDN monks should be able to do what 4E monks can do, at least a little bit. The fact that it is Ki should be reason enough for daily usage for those who need "magic" to explain the daily use of stuff like that, IMO.
4) Do you think the Monk-specific maneuvers do enough to capture the unique feel of a Monk? Why or why not? What other maneuvers would you like to see? For me, the monk maneuvers turn maneuvers into something worth noting, because so far they all have been bland compared to 4E. Hurricane Strike looks good, as it opens up a tactical option to be used on a battlemap, which I welcome greatly. Yes, there is Protect, but that is not enough, because I was missing forced movement in maneuvers before. Forced movement and disabilities are very cool and fun, so more pushing, pulling, knocking prone, stunning and stuff, please. The fighter and the rogue definately also need stuff like this to appeal to me. Also, the introduction of different levels of effects depending on the amount of dice spent in one maneuver appeals to me. The fighter and the rogue need that. Those maneuvers are the first that are not boring to me. So more movement and more non-normal stuff that can be narrated well for all classes, please.
5) Do you think the non-Monk-specific maneuvers are appropriate for the Monk? Are there any you think should be added? I really hate to have a long list of maneuvers that I have to read through in order to find class-specific maneuvers. Same is true for long spell lists. But that is a question of format only and can be easily changed. I think that only a handful of maneuvers should overlap, if any at all. There should be only different maneuvers for different classes and extra class abilities that give rider effects for maneuvers. Put it in a 4E style module, if necessary.
6) Do you like the passive abilities of the Monk? Cold Iron and Adamantine resistance, really? That is so.... oldfashioned. But use whatever you like, I guess. The (to me, at least) very interesting 4E monk can stand up in a heartbeat, jump really far (without the use of Expertise Dice), fly and do all kinds of stuff. Here I get immunity to disease. Boooooring.
7) Do you like the implementation of AC for the Monk? Yes, but I do not like the fact that the monk depends on two attributes so much as all the other classes seem to depend on only one. Is MAD really necessary? I doubt it.
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7 months ago ::
Nov 14, 2012 - 8:46AM
#128
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Date Joined:
Mar 13, 2010
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AC matters for the monk, but not for the wizard?
k
You do realize that ranged and magic attacks target AC, right? Not just the frontliners need it.
You are not a frontliner. You also got this huge bag of utility spells. Can you see how AC is of less importance of say, a Fighter or any other class that goes to the frontline? You don't need dex to hit most of your spells as a wizard, heck most of the time you force others to make saves, meaning it's even more important that you raise your int over anything else.
My entire argument lies over this: Casters need a single atribute for their entire sub system, the thing that defines them to work. Why do the non-casters need several of them? Why the Monk AC can't be wis modifier x2? Or how about he attacks with his wis modifier as well? DC for moves? Why not wis?
The Wizard does all that, save the AC thing but he isn't a frontliner and he is going to get all those tools to control stuff anyway.
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7 months ago ::
Nov 14, 2012 - 8:47AM
#129
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Date Joined:
Jul 23, 2010
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AC matters for the monk, but not for the wizard?
k
You do realize that ranged and magic attacks target AC, right? Not just the frontliners need it.
More AC is certainly nice for a wizard, but it's not nearly as important as it is for the monk. Coz they're not frontliners, yeah. Though I admit that I was going to say that wizards add Int to AC. I still think in 4e terms. 
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7 months ago ::
Nov 14, 2012 - 8:50AM
#130
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Date Joined:
Jun 17, 2010
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You might want to take a look at the current wizard spells. They don't make 'em like they used to. You can't cast other spells while flying, and taking damage (like, say, an arrow) has a chance to knock you out of the sky. Invisibility breaks when you cast a spell or attack.
So no, you can't just rely on utility spells in place of AC.
D&D Next = D&D: Quantum Edition
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