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Switch to Forum Live View Monk Discussion, without the alignment wars
7 months ago  ::  Nov 13, 2012 - 6:59PM #81
Orzel
Date Joined: Aug 22, 2007
Posts: 3,212

Nov 13, 2012 -- 6:55PM, Mand12 wrote:

How are you going to do dex OR wis?  You need dex for attacks.  You need both to have enough AC. 

And for people who are concerned about MAD, I count only two 'big' stats.  This isn't very different from other classes.  Is it so wrong to expect characters to have two high stats? 




12 + the higher of your Dexterity mod or your Wisdom mod

That way to can play a Str monk and have Str be your highest or second highest score.

Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

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7 months ago  ::  Nov 13, 2012 - 7:00PM #82
MindWandererB
  • Core Coliseum Elder
Date Joined: Apr 23, 2005
Posts: 2,705

Nov 13, 2012 -- 6:55PM, Mand12 wrote:

And for people who are concerned about MAD, I count only two 'big' stats.  This isn't very different from other classes.  Is it so wrong to expect characters to have two high stats? 


They have two mandatory "big" stats.  For every other class, the second-most useful stat is nice but not required.  Con is no less useful for them than anyone else, since they're entirely melee, so if you're going to say that a fighter needs high Con, then so does the monk, and that makes 3 stats they need.  Fortunately they don't need Str, too, like the 3e monk.

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7 months ago  ::  Nov 13, 2012 - 7:00PM #83
Mand12
Date Joined: Jun 17, 2010
Posts: 16,991
I'm not sure why you'd want to do that.  What benefit do you get from being str?  It's like saying you can make a str rogue - sure, you could, but why?
D&D Next = D&D:  Quantum Edition
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7 months ago  ::  Nov 13, 2012 - 7:10PM #84
QuantumSunshine
Date Joined: Apr 25, 2012
Posts: 53
1)  Do you like the choice to use Expertise Dice for the monk?  Why or why not?
It makes sense to me. Anyone who uses 'maneuvers' or special fighting techniques should be able to use expertise dice (or another expertise/spell like ability).
2)  Do you like the implementation of daily resources for Ki uses?  Why or why not?
I'm not sure that it should be ki (I've always liked short-rest recharge more than long-rest recharge).
3)  Do you feel that the abilities granted by Ki uses are appropriate?  What else would you like to see?
I think the abilities are appropriate, but I think that there should be alternative options. I'm not sure what these options should be, but I want them. Examples could probably be found in previous editions.
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?
I like 'em. As with everything else, I want more options.
5)  Do you think the non-Monk-specific maneuvers are appropriate for the Monk?  Are there any you think should be added?
I can't see anything that doesn't seem appropriate at least for some monks.
6)  Do you like the passive abilities of the Monk?
Love 'em. Exactly as I imagine a monk.
7)  Do you like the implementation of AC for the Monk?
Maybe, it seems like a good idea, but it is a tad MAD for the monk. I think it's a bit far since the monk will end up with primary str/dex and wis, along with a secondary in con. Wis probably needs to be a secondary. Maybe full wis should be added with no armor, wis (max 2) should be added in light armor, and then not added in medium/heavy armor.
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7 months ago  ::  Nov 13, 2012 - 7:16PM #85
Arithezoo
Date Joined: Aug 31, 2008
Posts: 3,274

Nov 13, 2012 -- 7:00PM, MindWandererB wrote:

Nov 13, 2012 -- 6:55PM, Mand12 wrote:

And for people who are concerned about MAD, I count only two 'big' stats.  This isn't very different from other classes.  Is it so wrong to expect characters to have two high stats? 


They have two mandatory "big" stats.  For every other class, the second-most useful stat is nice but not required.  Con is no less useful for them than anyone else, since they're entirely melee, so if you're going to say that a fighter needs high Con, then so does the monk, and that makes 3 stats they need.  Fortunately they don't need Str, too, like the 3e monk.


They don't have two mandatory big stats.

A first level monk only needs a Wisdom of 12 to have the same AC as a rogue (assuming equal Dexterity).  With the default array, that would be their 4th highest stat; in other words, one of their lowest stats.  In order to maintain that level of AC, you would need to boost Wis in addition to Dex (as the rogue will be boosting Dex and gaining access to better armor), but you only need to boost it by 4 points.

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7 months ago  ::  Nov 13, 2012 - 7:18PM #86
Orzel
Date Joined: Aug 22, 2007
Posts: 3,212

Nov 13, 2012 -- 7:00PM, Mand12 wrote:

I'm not sure why you'd want to do that.  What benefit do you get from being str?  It's like saying you can make a str rogue - sure, you could, but why?




1) To grab, push and knock down foes.

2) Longspear monk. Longspear is the monk's most damaging weapon

3) Str checks. Monks also have Mighty Exertion.

4) Jump length and height.

Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

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7 months ago  ::  Nov 13, 2012 - 8:14PM #87
YouKnowTheOneGuy
Date Joined: Feb 19, 2012
Posts: 773
My gut level response is to dislike the monk because much of his mystical pushing beyond the physical are things I'd like to see a fighter do. That said, a fighter who trains w/ monks and learns a maneuver or two sounds compelling. I'd like to see encounter versions of the ki abilities (akin to the wizard's signature spells). I think the passive abilities are fine.
I know a guy from The Old Group(tm) I've played with would love the possibility of a crazy AC/tough monk. It does capture a lot of what I feel is monk-like.
I get why d strike, flurry, and sneak attack are damage balanced, but I'd prefer they be a little more different.
"What's stupid is when people decide that X is true - even when it is demonstrable untrue or 100% against what we've said - and run around complaining about that. That's just a breakdown of basic human reasoning."
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7 months ago  ::  Nov 13, 2012 - 8:40PM #88
zago
Date Joined: Oct 23, 2012
Posts: 660

Nov 13, 2012 -- 6:48PM, Mand12 wrote:

Nov 13, 2012 -- 4:41PM, kilpatds wrote:

My suggestion would be to give monks more, smaller, die than the other classes. 


This is definitely worth exploring.  A big advantage of the XD system is that individual classes can be tailored individually - in much the same way that prior edition spellcasters had different spell progressions, XD can also have different dice progressions.

Definitely worth exploring, and the suggestion of more+smaller dice for the Monk specifically is an idea I find intriguing.




I think it would be cool if they explored alternate mechanics for pooling XD, also. I mentioned for the rogue having a starting pool that can spend until the next round thy spend in stealth. A monk could have an alternate mechanic as well. Re-focus (action) to get a pool of 6xd, maybe it won't hold up for monk. I could imagine a beserker who gets more XD as hit points diminish, or rangers who get bonuses for studying targets or preffered monster groups. Even rogues that can get them by bluff checks and/or acrobatics.

just a thought. 

My mind is a deal-breaker.
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7 months ago  ::  Nov 13, 2012 - 8:45PM #89
Mand12
Date Joined: Jun 17, 2010
Posts: 16,991
Pooling XD is not something I can really get behind.  I don't see the advantages, and there are heavy costs.  There's depth enough in just one round of XD decisions, more rounds just means there's that much more to consider.  Eventually you hit a limit.  The bookkeeping gets a bit rough, as well.  One-round XD is really easy on the bookkeeping:  if your dice are 3d8, then you get three actual d8s, and set them aside.  You roll each one when you use it, and move it to the expended pile.  And no matter how many you use, they all go back to the usable pile when they refresh.  Having a whole pile of d8s that shift back and forth as the rounds tick away is needlessly complicated.
D&D Next = D&D:  Quantum Edition
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7 months ago  ::  Nov 13, 2012 - 9:33PM #90
Fimbria
Date Joined: Apr 9, 2012
Posts: 221
1)  Do you like the choice to use Expertise Dice for the monk?  Why or why not?
Expertise Dice work well for any class that could pull any of its tricks ten times in a row. As a barehanded Fighter variant, the monk falls into that category. That said, I would prefer the Fighter to be the barehanded Fighter variant. Let the monk shine on its own. It has ki, it has random superpowers - play up those, and play down the expertise dice.

2)  Do you like the implementation of daily resources for Ki uses?  Why or why not?
As a single-use daily ability, ki strongly reminds me of a daily spell (specifically, cure light wounds). I think the ki system could be a bit more unique. Maybe it could involve a recharge mechanic based on meditation.

Also, monks should use ki more than once per day. A single daily power is pretty weak as a class feature.

3)  Do you feel that the abilities granted by Ki uses are appropriate?  What else would you like to see?
Both abilities are appropriate to monks. The obvious ability to add is an energy attack, similar to the ones popular in a well-known anime.

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?
Running across walls and snatching arrows remind me of the wuxia monks. Standing in place and absorbing damage is more like a defensive fighter in plate armor, but it can work on a monk.

5)  Do you think the non-Monk-specific maneuvers are appropriate for the Monk?  Are there any you think should be added?
I'm starting to think the maneuver list needs to be sorted by class. With three classes drawing from it, it's starting to look less like a candy box and more like an encyclopedia.

In general, I'm in favor of allowing any class access to a maneuver unless there's a compelling reason not to. Precise Shot makes sense on the monk who picks up a bow, Composed Attack works just as well without a weapon. On the other hand, Flurry makes sense on a knife-wielding fighter or rogue.

6)  Do you like the passive abilities of the Monk?
No. These abilities represent a single character who doesn't like fear and disease. They do not represent a range of characters with myriad desires and abilities. When a class fails to represent a range of characters, it has failed as a class. It would be better to offer a selection of passive and active abilities so that anyone can find something that stays true to their character concept.

Also, flat immunities are bad form. They run the risk of an irresistible zombie plague striking the disease-proof monk and making the universe explode. Resistances are much more manageable.

7)  Do you like the implementation of AC for the Monk?
From a roleplaying perspective, it's hard to explain how wisdom helps you dodge, but I can accept it as part of the monk's magic. One of the more coherent of the monk's many superpowers. Dex and Wis look like a no-brainer, but Orzel says Str/Wis is still good, so I'll hold judgement.

Looking back over my answers, I favor monks as the go-to class for gish characters. They already blend the natural and the supernatural into a fighting style. Give it a sword, and it's a passable duskblade.

With all of those superpowers, the monk treads very close to being a "Fighter plus" class. That's probably bad.
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