TopCheese
2013-01-25, 10:55 PM
Ok so part of the problem with the monk is missing. Part of the Monk is just not being that great.
This isn't about that, this is about making the Monk more of a Martial Artist, without adding to many rules or over complicating things.
So 2e had a book called the "Complete Fighter's Handbook" that had a table (yaaaay tables!) for martial arts.
Depending on what you roll you do a certain amount of damage (and hit a specific body part) and have a chance of knocking the enemy out.
I would like to adapt this over to 3.5 for monk use. I have found many great fixes for the monk on this site, I would love to see this work with any of them.
I'm not sure yet how I should go about this. I want to give melee something that really only magic gets... Even if you miss there will be an effect, or something awesome happen.
So there are two options to go with.
1: Base the effect on the d20 roll. This will allow the Martial Arts to do something no matter if the monk misses or hits. With this the better abilities will be on the lower roll so that when you miss you don't say "aw damn" but something like "ooo let's see what happens!".
2: Base the effect on the end result of the roll. 1d20 + str + bab + whatever. The better you roll and the better hit the better your effect will be. With this however you will just be adding onto what the monk is already doing. You would still be able to do something on a miss but it would be a smaller ability.
I like option number 1 however I know this kinda go against 3.5 melee ideas.
So how about something like this...
{table=head]D20 Roll|Location|Damage|% KO
1|
+|
+|
+|
2|
+|
+|
+|
3|
+|
+|
+|
4|
+|
+|
+|
5|
+|
+|
+|
6|
+|
+|
+|
7|
+|
+|
+|
8|
+|
+|
+|
9|
+|
+|
+|
10|
+|
+|
+|
11|
+|
+|
+|
12|
+|
+|
+|
13|
+|
+|
+|
14|
+|
+|
+|
15|
+|
+|
+|
16|
+|
+|
+|
17|
+|
+|
+|
18|
+|
+|
+|
19|
+|
+|
+|
20|
Graze|
1|
0%|[/table]
My problem though is how to err balance it? What damage and percentage should I go with? I already have a list of body locations that the Monk will hit.
I put in the d20 roll for 20 though I don't like it... It is more for just reference for now.
Another thing I thought of is putting in different maneuvers (disarm,sunder,bullrush) instead of a KO %.... Still working on all this :P
Any help would be appreciated!
Thanks in advance!
This isn't about that, this is about making the Monk more of a Martial Artist, without adding to many rules or over complicating things.
So 2e had a book called the "Complete Fighter's Handbook" that had a table (yaaaay tables!) for martial arts.
Depending on what you roll you do a certain amount of damage (and hit a specific body part) and have a chance of knocking the enemy out.
I would like to adapt this over to 3.5 for monk use. I have found many great fixes for the monk on this site, I would love to see this work with any of them.
I'm not sure yet how I should go about this. I want to give melee something that really only magic gets... Even if you miss there will be an effect, or something awesome happen.
So there are two options to go with.
1: Base the effect on the d20 roll. This will allow the Martial Arts to do something no matter if the monk misses or hits. With this the better abilities will be on the lower roll so that when you miss you don't say "aw damn" but something like "ooo let's see what happens!".
2: Base the effect on the end result of the roll. 1d20 + str + bab + whatever. The better you roll and the better hit the better your effect will be. With this however you will just be adding onto what the monk is already doing. You would still be able to do something on a miss but it would be a smaller ability.
I like option number 1 however I know this kinda go against 3.5 melee ideas.
So how about something like this...
{table=head]D20 Roll|Location|Damage|% KO
1|
+|
+|
+|
2|
+|
+|
+|
3|
+|
+|
+|
4|
+|
+|
+|
5|
+|
+|
+|
6|
+|
+|
+|
7|
+|
+|
+|
8|
+|
+|
+|
9|
+|
+|
+|
10|
+|
+|
+|
11|
+|
+|
+|
12|
+|
+|
+|
13|
+|
+|
+|
14|
+|
+|
+|
15|
+|
+|
+|
16|
+|
+|
+|
17|
+|
+|
+|
18|
+|
+|
+|
19|
+|
+|
+|
20|
Graze|
1|
0%|[/table]
My problem though is how to err balance it? What damage and percentage should I go with? I already have a list of body locations that the Monk will hit.
I put in the d20 roll for 20 though I don't like it... It is more for just reference for now.
Another thing I thought of is putting in different maneuvers (disarm,sunder,bullrush) instead of a KO %.... Still working on all this :P
Any help would be appreciated!
Thanks in advance!