Thursday, December 1, 2011

Design Day: Rebuilding the Monk, Part 2

Hey there, everybody! Well, last time, we took a look at the monk, and some of the problems with its current design. Today, we’re going to take those problems and start a-fixin’ em! Keep in mind that this is all in preparation for a brand new monk build (which is almost complete, but I though I’d go through the whole process). That said, some of the “fixes” I’m about to propose wouldn’t really fit in with the standard monk. I’ll note the changes that work and the changes that don’t as they come. Just keep in mind that each of these will be incorporated into the final monk next week.

Let’s start with the basics, just like we did before.


Base Attack Bonus: In the standard monk, it’s medium. But this class is supposed to be some kind of ultra-badass warrior, right? To reflect that, let’s give it full Base Attack Bonus, just like the Fighter, Ranger, Paladin, and all their warrior brethren. Oh, and don’t forget the d10 hit dice. This one fits in just fine with the standard monk.

Multiple Attribute Dependency: In order for the monk to function properly, it needs a high strength, dexterity, constitution AND wisdom score. Let’s knock one of those out, eh? How about constitution? This one’s pretty easy, as I’ve already done it! If you’ll remember, a couple weeks ago I posted my house rules. In those rules was a nifty little ability called “Mystic Metabolism.” Here, in case you forgot, I’ll post it again:

Mystic Metabolism: At 1st level, the monk gains his wisdom modifier to hit points gained through the monk class, instead of his constitution modifier. He also uses his wisdom modifier on fortitude saves instead of his constitution modifier.
Additionally, the monk now makes a wisdom check to stabilize if brought below 0 hit points, instead of a constitution check.

A simple fix, no? This one, too, will function just fine with the current monk.

AC Bonus: This ability isn’t really a problem, per se. But when you’re combining it with a high Base Attack Bonus and Wisdom on HP and Fort saves, I think it needs to be dumbed down a little. How about instead of an ultra-untyped bonus that only disappears when the monk is helpless, we just bump it back to a dodge bonus? It fits with the flavor of the class and doesn’t change much unless the monk is caught in the surprise round. I’d only apply this bonus if you’re already applying the other two.

Flurry of Blows: And here we are…the meat of the class. The biggest problem with this ability was that it couldn’t function with the monk’s incredible movement speed and his mobility schtick. How to fix that? Why, just fix Flurry of Blows so that it doesn’t require a full-attack. But…that seems a little overpowered, doesn’t it? Well, rather than explain everything in a long, drawn-out wall of text that you might not understand, let me just post my version of the ability as it stands.

Flurry of Blows (Ex): At 1st level, the monk can make a flurry of blows any time he makes an attack. When making a standard attack or full-attack with an unarmed strike or monk weapon, he can make one extra attack at his highest base attack bonus. All attack rolls take a -2 penalty when using a flurry of blows.
At 11th level, the monk gains an additional attack at his highest base attack bonus -5 when making a flurry of blows.
A flurry of blows cannot be used in conjunction with a charge, an attack of opportunity or the Vital Strike feat chain unless another ability specifically allows it.

Wow. Simple, right? You only end up with 2 extra attacks, instead of 3-4 (depending on how you look at it), but now you can use them on a standard attack, meaning a high-level monk can dart across the battlefield with his huge movement speed, tumbling past foes and leaping over obstacles as he goes, and still make it in time to punch the enemy not one…not two…but THREE times in the face! Ah…fun. This…might fit in well enough with the standard monk, but you’ll likely run into some issues.

Bonus Feat, Slow Fall, High Jump, Wholeness of Body, Abundant Step, Tongue of the Sun and Moon, Empty Body: These abilities are all going to be wrapped together into a group of selectable powers, just like Magus Arcanas. I’m calling them Sutras, and you can expect to see more than just these when I post the full build next week. Needless to say, this adjustment is wholly built for the new monk, and does not fit in well with the old one.

Maneuver Training: With full BAB, you can drop this ability altogether.

Still Mind, Purity of Body, Diamond Body, Timeless Body: These abilities, like the Sutras, are being wrapped into something else that I’m saving a s a surprise for tomorrow.

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And that’s pretty much it. In summary, we boosted the class to full Base Attack Bonus, gave it d10 HD, tossed the burden of HP and fortitude saves onto Wisdom, shifted the untyped AC bonus to a dodge bonus, fixed the usefulness of flurry of blows, created a selectable set of abilities called “sutras”, and compiled some abilities into a surprise I’ve got for tomorrow’s Flavor Friday.

This took a lot less space than I thought it would. But I guess that’s kind of a good thing, as it means that the Monk isn’t nearly as screwed up as we all fear it is. It does need a reboot, however. And that’s why I’m doing this. Expect something fun for tomorrow’s Flavor Friday.

And I promise…Yes, there WILL be a Flavor Friday this week.

-Chris

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