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Switch to Forum Live View The Monk from the 12/17 packet
7 months ago  ::  Dec 19, 2012 - 12:17AM #41
Lesp
Date Joined: May 5, 2009
Posts: 2,411
At least in PF, capstone abilities are more about dreams than about mechanics. They're sort of there to give people something to dream about. More savvy players generally recognize that things that happen at level 20 aren't really that relevant, especially in PF which is only nominally a 20-level game (it doesn't fix 3.5's math and structural issues nearly well enough to be a truly 20-level game), but there are a lot of players who are a little less wise to what's going on who are inspired by them. One of the only things I've heard from any of the people I play with is that it's "so cool" that the monk gets its capstone ability in the new playtest.

You can argue whether or not things like that should be in the game, but I think they have a role.
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer.

Swanmay Syndrome: Despite the percentages given in the Monster Manual, in reality 100% of groups of swans contain a Swanmay, because otherwise the DM would not have put any swans in the game.
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7 months ago  ::  Dec 19, 2012 - 6:30AM #42
mellored
Date Joined: Jul 8, 2008
Posts: 19,723

Dec 18, 2012 -- 8:16PM, Seerow wrote:

Monks got two of the coolest maneuvers in this playtest packet. If more of the Fighter maneuvers were things that scaled like Hurricane Strike and Step of the Wind, I'd have a LOT fewer complaints. I want more maneuvers scaling similarly to those, but with their scaling going all the way up to the cap (which seems to be 6 dice right now, where the maneuvers currently scale only to 3 dice).


That works.

Getting manuvers that upgrade with more dice spent would help counter the fact that you only get 5 of them.

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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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6 months ago  ::  Dec 20, 2012 - 9:24PM #43
lawrencehoy
Date Joined: Oct 11, 2009
Posts: 1,132

Dec 18, 2012 -- 8:16PM, Seerow wrote:

Monks got two of the coolest maneuvers in this playtest packet. If more of the Fighter maneuvers were things that scaled like Hurricane Strike and Step of the Wind, I'd have a LOT fewer complaints. I want more maneuvers scaling similarly to those, but with their scaling going all the way up to the cap (which seems to be 6 dice right now, where the maneuvers currently scale only to 3 dice).



+1

As unlikely as it seems, I agree with seerow on this (and no offense intended here, we just seem to be of opposite opinions, usually). 

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6 months ago  ::  Dec 20, 2012 - 10:03PM #44
Verdegris_Sage
Date Joined: May 7, 2012
Posts: 1,110

Dec 18, 2012 -- 8:11PM, Eisenritter wrote:

Dec 18, 2012 -- 7:32PM, Marandahir wrote:

Dec 18, 2012 -- 7:30PM, MechaPilot wrote:

One thing I want to see for the monk is different traditions.  The one we have now is the descendent of the 3e version where the monk became an outsider at level 20.  I'd love it if we could have a real Wuxia version, as well as at least one additional tradition.




I believe they did the above version in 3e to try to avoid specific Asian-ghettoness.  The thing is, the Monk by its nature plays Wuxia, and I think it should embrace it!  The Celestial Saint monk that we've seen is awesome, but I agree with you, other pathways of power would be really, really desired. 




I demand the Infernal Monster discipline!  The monk dedicated to perfect, clarified RAGE must be a reality! 



And Dark Messiah, for the ultimate school-yard bully ground-and-pound and make everyone watching lose bowel control while you do it.

I have an answer for you, it may even be the truth.
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