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> DnD 3e monks, im trying to see what to do with them
I Hate All Life
post May 4 2010, 09:26 PM
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QUOTE (Evilness45 @ May 4 2010, 02:49 PM) *
One thing for sure, I'll remove the multiclass restriction. That thing looks like a fun killer.

Good move. (IMG:style_emoticons/default/smile.gif) I also removed the silly alignment restriction. But I did that for the paladin too.
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Dumori
post May 4 2010, 09:34 PM
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I remove the alignment restriction but fluff it as staying so some monks are all harmony is the way other embrace chaos ect.
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Evilness45
post May 4 2010, 09:40 PM
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I'll leave the alignment restriction. However, I'm rather "broad" on my interpretation of alignment to begin with.
Also, as for the buying magic item, I intend to make up a little funny system that generates random magic items. So, when the players visit a shop and they see like, a dozen of magic items. They could buy one. A week later, some items will have dissapear and others will appear. Stuff like that.
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Dumori
post May 4 2010, 09:47 PM
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Unless you have an artificer on your team... Those guys can shit magic items.
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Evilness45
post May 4 2010, 09:51 PM
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Yeah, no. I want the players to like their items. That they feel like they are special. If magic items as super easy to find, they are no longer special.
Not like I won't give any items to them. They will just have to "work" for them. Or at least, be very lucky.
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Karoline
post May 5 2010, 03:57 AM
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QUOTE (Evilness45 @ May 4 2010, 05:40 PM) *
I'll leave the alignment restriction. However, I'm rather "broad" on my interpretation of alignment to begin with.


Just remember that Lawful != follows laws. (IMG:style_emoticons/default/smile.gif)

Also, I thought there were gloves or wraps or something that acted like magic weapons for monks (Besides the amulet), maybe that was something my group just always had house ruled, not that we had that many unarmed monks.

Oh, and as for the things monks can do with a touch attack? Initiate a grapple for one, I think a trip for another. Don't remember if their stunning strike and such is touch or regular attack.

My general point (and I think everyone else's) is that: Yes, monks (generally) can't stand in front of a big nasty and punch it over and over without thought as effectively as a fighter can, but that isn't their point, their point is that they have a dozen special abilities that they can put to a wide range of uses. If the enemy has a high AC they can grapple it, if the enemy has a big shiny weapon, they can grapple it, if it is a single powerful enemy they can stunning blow it or trip it to make it easy to kill, if there are a large number of enemies or easy to hit enemies they break out flurry, if there is a caster giving problems they run at moch 2 and beat the crud out of the caster, if they fall into a pit trap they don't take damage, if they're captured and stripped of all items they don't care. They have tons of options on what they can do, while fighters basically have: "I hit it with my sword." They're very very good at this, but that is the general extent of what they do. They can't much adjust to really high AC targets, or large numbers of targets, or distant casters, they cry when they are disarmed, tripped, or grappled, and are generally best for being a fighter (Hence the name, clever of them, huh?)
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Yerameyahu
post May 5 2010, 04:08 AM
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There are handwraps in DDO, but DDO monks barely resemble 3.5.
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Evilness45
post May 5 2010, 04:13 AM
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Fighters can grapple too, you know.
They only have to take a feat, and a shortsword.

Just remember that stuff with high AC often have an impressive grapple bonus.
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Manunancy
post May 5 2010, 05:28 AM
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QUOTE (Evilness45 @ May 4 2010, 11:51 PM) *
Yeah, no. I want the players to like their items. That they feel like they are special. If magic items as super easy to find, they are no longer special.
Not like I won't give any items to them. They will just have to "work" for them. Or at least, be very lucky.


In the games I've GMed, about every magic item in the PC's possession has been either picked on a defeated ennemy, made by the PCs themselves or been custom-ordered from a local mage for a few of them. One or two others were rewards for a job well done.

Though I made sure some of the ennemie's magic items were nasty enough to be destroyed rather picked up. The worst offender being an armor crafted from bones and a flail holdign the soul of a chaotic evil priest made with siad's priest skull and femur (with the little problem that if said soul had no qualms about trying to possess it's wielder if it felt he didn't do the right thing - from a chaotic evil god of slaughter and destruction point of view).
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Dumori
post May 5 2010, 11:27 AM
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Best magic item I put it frount of my part was a very very rusty bastard sword. Basicly a rust monster's attack plus keen and an enchantment bonus. I recall my PCs where to scared to pc it up after killing its owner a helmed horror of sorts.
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