Pleh
2016-12-19, 06:41 AM
Title will get you most of the way there. I had the idea this morning that I would ideally want Monks in 3.5 to play and feel like you're batman in the Arkham games (at least when rolling dice).
I only just had this idea a few minutes ago, so no set draft for crunch rules. Mostly got a few conceptual ideas that would be fun to play around with and see what I can make out of it.
So here we go!
Skirmish
To help account for the batman punching combo, we could give them Skirmish. You'll see the synergistic relations following....
Unlimited Flurry of Blows
There were two places I saw Batman using what could be described as a Flurry of Blows type ability. One was in his regular combo attacks, where he basically flies across the battlefield, smashing opponents the moment they start to get back up as if he was playing Whack A Mole. For him to do this effectively in a 3.5 game, he basically needs an ability that lets him break up his move and attack freely (I toyed with the idea of giving Monks Whirlwind Attack as a bonus feat at some point in their progression; I'm still not sure how early they need it for the shtick to work).
I could see a monk ability that lets him Whirlwind Attack as a full attack action, using up to his Flurry of Blows number of attacks and up to his normal move speed. There's the concept. (Remember, concepts are all I got at this point). Remember that taking away his daily limit on Flurry of Blows and letting him do this all day is a key concept here. I'm also thinking another way to make this function like the Batman games is that his Whirlwind Flurry of Blows provokes attacks of opportunity, so he's gotta be ready to tumble... A LOT. (This also fits the Batman game style as double tapping the dodge button effectively tumbles out of danger).
Unlimited Stunning Fist
The second place I see Flurry of Blows is just after the Cape Stun attack (which happily looks and functions a lot like the Monk's Stunning Fist). We could say that Flurry of Blows forces you to switch targets between hits, unless the target is Stunned, in which case you can wail on them with any or all of your Flurry attacks. Whirlwind Flurry of Blows still provokes attacks of opportunity, though, even while standing still and flurrying on one guy. There should really be no limit to how many times per day a monk can try to stun somebody, but they still can only stun one person per round (unless they buy a cape...)
Unarmed Parry
If we want to keep the Oriental Adventures flavor, we can bring back Iaijutsu and incorporate an unarmed Parry action. Any melee attack now provokes a special type of attack of opportunity that can only be used to parry incoming attacks. Maybe the monk can only do this a number of times according to level and wisdom/dexterity mod number of times per round (limiting it by encounter, or worse by day, effectively neuters the usefulness of this ability).
Martial Disciplines
We're trying to redeem a bad martial class. Tomb of Battle has had the best success with this (even if it only got to Tier 3, that's still a noble goal to strive towards). I haven't had time to do the research as to which disciplines the monk should have access to (I recall Tiger Claw had some good maneuvers for Monk style play), nor how many maneuvers/stances readied/known, but if we're rebuilding the Monk from scratch to fix the gameplay, giving them access to maneuvers is a spectacular place to start.
The Bat Belt
Special Monk Weapons need to be basically interchangeable with the monk's unarmed attacks. The Batarangs are just bat shaped Shuriken, the batclaw could be fluffed as a rope dart, some of the batman games let you play as Deathstroke and use a quarterstaff, you could even use Monk Qi attacks to let them deal some ranged touch attacks (although this would be much more straining for the monk to do, maybe limiting this kind of attack by day or encounter).
Monk Qi: Incarnum Lite
Very optional, but just occurred to me while typing this up. You could rule the Monk's Qi to be a form of Essentia that can either be used for the Monk Qi's standard uses OR it could be used to form a small set of soulmelds (I'm thinking simple things, like imitating the batsuit's resistance to damage to form soul-energy armor that doesn't inhibit the monk's movement).
But what do we do against ranged opponents and magic users?
Stealth. Tap into Ninja and get some sneak in with those epic movement abilities. Batman never took on a room full of gunmen without a strategy to pick them off one at a time and a back up plan to escape to the shadows if things went wrong. It's not perfect, but we aren't looking to make Monks Tier 1. Just Tier 3 would be good.
I only just had this idea a few minutes ago, so no set draft for crunch rules. Mostly got a few conceptual ideas that would be fun to play around with and see what I can make out of it.
So here we go!
Skirmish
To help account for the batman punching combo, we could give them Skirmish. You'll see the synergistic relations following....
Unlimited Flurry of Blows
There were two places I saw Batman using what could be described as a Flurry of Blows type ability. One was in his regular combo attacks, where he basically flies across the battlefield, smashing opponents the moment they start to get back up as if he was playing Whack A Mole. For him to do this effectively in a 3.5 game, he basically needs an ability that lets him break up his move and attack freely (I toyed with the idea of giving Monks Whirlwind Attack as a bonus feat at some point in their progression; I'm still not sure how early they need it for the shtick to work).
I could see a monk ability that lets him Whirlwind Attack as a full attack action, using up to his Flurry of Blows number of attacks and up to his normal move speed. There's the concept. (Remember, concepts are all I got at this point). Remember that taking away his daily limit on Flurry of Blows and letting him do this all day is a key concept here. I'm also thinking another way to make this function like the Batman games is that his Whirlwind Flurry of Blows provokes attacks of opportunity, so he's gotta be ready to tumble... A LOT. (This also fits the Batman game style as double tapping the dodge button effectively tumbles out of danger).
Unlimited Stunning Fist
The second place I see Flurry of Blows is just after the Cape Stun attack (which happily looks and functions a lot like the Monk's Stunning Fist). We could say that Flurry of Blows forces you to switch targets between hits, unless the target is Stunned, in which case you can wail on them with any or all of your Flurry attacks. Whirlwind Flurry of Blows still provokes attacks of opportunity, though, even while standing still and flurrying on one guy. There should really be no limit to how many times per day a monk can try to stun somebody, but they still can only stun one person per round (unless they buy a cape...)
Unarmed Parry
If we want to keep the Oriental Adventures flavor, we can bring back Iaijutsu and incorporate an unarmed Parry action. Any melee attack now provokes a special type of attack of opportunity that can only be used to parry incoming attacks. Maybe the monk can only do this a number of times according to level and wisdom/dexterity mod number of times per round (limiting it by encounter, or worse by day, effectively neuters the usefulness of this ability).
Martial Disciplines
We're trying to redeem a bad martial class. Tomb of Battle has had the best success with this (even if it only got to Tier 3, that's still a noble goal to strive towards). I haven't had time to do the research as to which disciplines the monk should have access to (I recall Tiger Claw had some good maneuvers for Monk style play), nor how many maneuvers/stances readied/known, but if we're rebuilding the Monk from scratch to fix the gameplay, giving them access to maneuvers is a spectacular place to start.
The Bat Belt
Special Monk Weapons need to be basically interchangeable with the monk's unarmed attacks. The Batarangs are just bat shaped Shuriken, the batclaw could be fluffed as a rope dart, some of the batman games let you play as Deathstroke and use a quarterstaff, you could even use Monk Qi attacks to let them deal some ranged touch attacks (although this would be much more straining for the monk to do, maybe limiting this kind of attack by day or encounter).
Monk Qi: Incarnum Lite
Very optional, but just occurred to me while typing this up. You could rule the Monk's Qi to be a form of Essentia that can either be used for the Monk Qi's standard uses OR it could be used to form a small set of soulmelds (I'm thinking simple things, like imitating the batsuit's resistance to damage to form soul-energy armor that doesn't inhibit the monk's movement).
But what do we do against ranged opponents and magic users?
Stealth. Tap into Ninja and get some sneak in with those epic movement abilities. Batman never took on a room full of gunmen without a strategy to pick them off one at a time and a back up plan to escape to the shadows if things went wrong. It's not perfect, but we aren't looking to make Monks Tier 1. Just Tier 3 would be good.