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2009-07-17, 02:44 PM (ISO 8601)
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- Jul 2005
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[3.5] Fixing the Monk (or another Class)
There have been a lot of threads about why this class sucks or why that class is broken. In this instance, I am thinking about the Monk.
Granted, not everyone agrees that any particular class sucks or is broken, so I figured I would use the following format.
Class: Name of class
Make a note in italics about why discussing this class, if you wish
Perceived issue: Mentioned in as few words as possible (maybe with a little explanation)
Explain why you believe this is a problem. Please take note of the word "perceived". Not everyone will agree with you.
Solution: Make this as simple as possible
Again, give your rationale
So...
Class: Monk
Yes, I know, it has been discussed. Multiple times.
Perceived issue: MAD (Multiple Ability/Attribute Deficiency).
The monk, as-written, has good reason to make use of every single ability with the exception of Charisma, which becomes a dump stat. Strength for damage, Dexterity for AC, Wisdom for AC and class abilities, Intelligence for skills, Constitution for hit points.
Solution: Increase skills to 6+Int modifier. Grant 1st-level class feature granting Monk ability to use Wisdom modifier in place of Strength modifier for to-hit and damage.
Increasing the Monk skills to 6+Int may make the Monk a bit of a skills monkey now, but given that the Monk has been seen as underpowered, this may not be a bad thing. Alternatively, you can play with a low-Intelligence Monk and not gimp yourself on necessary Monk skills. Allowing Wisdom to take the place of Strength for melee combat might make Strength seem unneccessary, but Strength still determines how much gear you can carry and the Monk functions best when still Lightly Encumbered. No, I don't know how this would affect Grapple rules.1. Have fun. It's only a game.
2. The GM has the final say. Everyone else is just a guest.
3. The game is for the players. A proper host entertains one's guests.
4. Everyone is allowed an opinion. Some games are not as cool as they seem.
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2009-07-17, 02:48 PM (ISO 8601)
- Join Date
- Jun 2009
Re: [3.5] Fixing the Monk (or another Class)
Link to WotC thread on this subject
I liked these ideas:
Last edited by Pharaoh's Fist; 2009-07-17 at 02:51 PM.
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2009-07-17, 02:48 PM (ISO 8601)
- Join Date
- Feb 2005
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Re: [3.5] Fixing the Monk (or another Class)
Percieve Issue:
Conflicting class features. Monks get large boosts to speed, but their primary offensive class feature, Flurry of Blows, is restricted to Full Attacks.
Solution: Make Flurry of Blows function like Manyshot, usable as a Standard action with the concurrent penalties.NOW COMPLETE: Let's Play Starcraft II Trilogy:
Hell, It's About Time: Wings of Liberty
Does This Mutation Make Me Look Fat: Heart of the Swarm
My Life For Aiur? I Barely Know 'Er: Legacy of the Void
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2009-07-17, 03:12 PM (ISO 8601)
- Join Date
- Jan 2007
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- In his throne room.
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Re: [3.5] Fixing the Monk (or another Class)
A very simple monk fix would be to give every monk 1/4 of his speed bonus as a bonus to 5' steps. Now a monk with a +20' bonus gets to take a 10' step, a monk with +40' gets a 15' step, and a monk with +60' gets a 20' step.
Increase skills to 6+Int to cut down on the MAD, and begin playtesting to see if you need more.
This fix has the added benefit of giving the monk something truly unique, to set them further apart from other melee-dependent classes.Last edited by Twilight Jack; 2009-07-17 at 03:14 PM.
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2009-07-17, 03:15 PM (ISO 8601)
- Join Date
- Oct 2007
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2009-07-17, 03:19 PM (ISO 8601)
- Join Date
- Jan 2006
Re: [3.5] Fixing the Monk (or another Class)
Are we talking about fixing them in the mechanical or veterinary sense of the word?
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2009-07-17, 03:22 PM (ISO 8601)
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- Oct 2007
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2009-07-17, 04:25 PM (ISO 8601)
- Join Date
- May 2009
- Gender
Re: [3.5] Fixing the Monk (or another Class)
I think it would work fine with the 4+Int skill points and the d8 Hit Die (it's comparable to Ranger), and even the average BAB.
Now, there are things that definitely should change.
Flurry is fine as it is. It needs, though, to be usable a bit more. I've found that Hustle is a fine fix for it (you move at your move speed, which is much higher than others, just before your actions which allow thus a full attack), so I'd mostly say that they have a Hustle-like ability right at the moment where they get a dead level. Perhaps sacrifice 10 ft. of move speed for the chance to move your speed as a swift action. Nothing about half your speed or something; full move or nothing. Since by 11th level you actually have two extra attacks and no penalties...
Amulets of Mighty Fists can be enchanted. I mean, there was a book that considered logical to enchant Bracers of Armor with armor special abilities, so why can't Amulet of Mighty Fists do the same? They provide the enhancements to the unarmed strikes of those who wear it. I mean, if Warforged Monks can shoot their fists as rocket punches, why can't the non-living construct Monks have a similar move?
This is a fix that I find relatively useful for all classes. For the classes that are below tier 3, and to prestige classes that don't raise a tier or actually lower it, I've found that you can work something similar to the Improved Natural Attack to certain abilities.
For example:
Uses per time range: 1/week -> 1/day -> 1/encounter -> 1/round
Quantity of uses: once -> X times -> X times + ability score modifier -> at will.
Depending on the tier, you can decide to raise the "steps" a certain number of times or the "recharging" times. So, for something like Abundant Step, you could say it can be used instead of once per day, something like once per round or half class level + Wis modifier per day or even half class level per encounter. Find out which one is effective and apply. This is because Monk is usually considered Tier 5, which is 2 levels below Tier 3. As well, a Monk can use its Quivering Palm either X times per day or X times + Wis modifier per week, or once per encounter, following the same rules. Stunning Fist, having quite an amount of uses, wouldn't be affected by this. Though, I like the idea of consuming 2 uses of Stunning Fist for Quivering Palm.
As a final addition: more of a general fix for SR, but remove the stupid penalty of having SR apply to buffs. If it's a definite buff, then it automatically bypasses SR (I mean, it automatically bypasses your SR if you're the caster of ANY spell, even Fireball or Disintegrate...) That way, any form of SR is useful.Retooler of D&D 3.5 (and 5e/Next) content. See here for more.
Now with a comprehensive guide for 3.5 Paladin players porting to Pathfinder. Also available for 5th Edition
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