by getter77 » Mon Sep 28, 2009 2:54 pm
Right, let's do this thing. The deepest of nuts and bolt I shall defer to Blue as the key thing is the gist of a featureset and gist of a playstyle. Based upon that Monk link Blue provided earlier, here's what remains after my vicious culling:
Class skills: Meh, I'm sure most wouldn't have any application unless this sequel will be waaay out there from KoTC, so nifty stuff is nifty as it does. Perhaps just avoid overlap with other classes as possible, which would need some refined figuring if it comes down to that at the time.
Specials: Same as skills really, most I doubt would be featured like the various Slow Fall's and the like. Since most won't exist, that would leave the Monk quite lacking compared to a Fighter/Knight...but I've a plan on that front!
Weapon proficiency: NONE. Unarmed/grappling all the way. My reasoning? Well, let's be honest here, if you want to rack up big damage numbers from swinging something around that will also likely wreak destruction based on being branded destruction, flavor of any elements, greatly tweaked via crafting/forging, etc...the Knight/Fighter folk pretty much have that locked down. Logic would then state the Monks in this visage would have a reason to not just chuck it and becoming yet another death dealing Axe swinger and the like...which I'll get to....
Now!
So, we've got a Monk where most of the Specials won't make much sense, and probably some of the Class skills. He's still rotten with armor, and has decided not to serve as an "also ran" alongside the roving armory that is a Fighter/Knight. All he's got is Unarmed/Grappling to his name, so there must be something to it...right? Not just a gimp challenge class?
Indeed this is so.
For me, the best way to approach a Monk in this case is one that plays off the inherent strengths of Unarmed Combat/Grappling for analogous effects in combat that the Giant Flaming Axiomatic Destruction styled folk simply would NOT be able to replicate. It is a given that the Monk will be hitting a good number of hits considering his arms and legs---hits that do damage but nowhere near the degree of a seasoned Fighter/Knight within their specializations and probably in some cases even outside that.
So, if the prime effect they have are Giant Numbers when all is said and done, let the Monks have Varied Effects.
For unarmed strikes in general combat, have it to where, after say the point where a 2nd attack happens or so, at regular spaced intervals, the Monk gain the chance to inflict an appropriate condition, as applicable to physiology of the target, to one of his strikes not unlike how an Elemental brand would trigger for a Fighter/Knight. Such effects would have a chance to save against via Reflex/Fort as it makes logical sense. As the Monk level rises, the "pool" of possible things to inflict increases. Perhaps have it to where, with any Monk strike after the initial one, there is a 50% chance of some effect being triggered on each subsequent hit, and within that 50% chance an even split between however many afflictions are possible within the pool(smartly modified so that a Monk doesn't try for an impossible move given the foe in question) IE: If only has 4 currently then 1/4 chance for each, 1/6 if up to 6, and so on. Upon reaching the max level, among whatever else could make sense, I should reckon any(all?) applicable "afflictions" function in a way comparable to a Heightened Magic Spell versus a standard one in terms of Saving Throws and the like. Unlike magic though, any comparable durations would be much shorter than spellcasting, probably only to be 1 round or so in duration---so as to create brief and potent tactical windows in concert with team members.
Examples: A hit could be: Eye strike comparable to a Blind spell, Throat strike comparable to a Mute spell, "solar plexus" strike comparable to a Stun spell. Ear palming/boxing for a Deaf condition. And so on. Things that MIGHT be possible via spellcasting, but more than likely impossible to have happen via weaponry.
Grappling would take on a similar stance/rule set to striking so that there would be more options than just to pin. Afterall, if grappling isn't significantly different in outcomes to just standing there unleashing blows, what's the point? What should probably happen is for there to be some roughly overlapping effects between special melee and grapple strikes, with tweaking as per logic, but for each to ultimately have their own pool of unique effects to base a strategy upon so as to have their be more of an impetus to Grappling versus just wanting to Pin somebody and invalidate their shiny weapon as in KoTC 1.
Examples could fall in lines with Monster tricks in KoC 1...Rakeing with fingers to cause Bleeding or some effect, ditto for Constriction, etc. An analogue to the Throat strike for a Mute effect could be Fish Hooking the mouth(with differences to Saves and such to make it a bit different an attempt than a Throat Strike). A "Sleep" condition setting up for a Coup de Grace could be attained by managing a "Throttle" command for 2 rounds(2nd round needing better rolls to succeed versus initializing it) in a row in failed saves. And so on.
Aside from the fist eventually turning Adamantine or some such, I like the idea of taking up Ring slots(maybe Gloves/Boots to some degree but eh...) so as to impart roughly functional Silver and Cold Iron qualites to the hits as applicable.
So yeah, there it is, a Monk centered around Unique or Mage-like affliction inflicting to balance his lesser raw damage numbers, leaving the rather straightforward Giant Elemental Alignment Numbers to the Fighter/Knight to work out, using his/her body to a weapon to the utmost degree possible far beyond the random punching a Knight who lost his weapon would manage. Play would be QUITE different in terms of combat choices and team strategies, as a Monk would simply require a different mindset to go along with the non-standard skillset---such as a much closer eye to pay to the Bestiary information in each encounter so as to target those most tactically afflictable(Or least, which could make them most...), whereas a warrior might likely only care about elemental and alignment properties.
Surely, much tweaking to be had, but I generally believe in this build and furthermore it would be relatively unique versus any prior Monk inclusive D&D games(can't have the old guard getting bored and psychic can we?) and thus lend yet another special bit of flavor to the KoTC realm of things which seems to be the order of the day to achieve with the entire lot of it.