I'm loving the monk, and everytime i think i have a good route to take with him i start to doubt if a different one is better. Firstly, buffing my dex die seems the obvious route, thats not really an issue. With so many blessings hes the guy you want to encounter the high combat check mobs. Its powers and card feat improvements im questioning. I'm not all that impressed with his basic power feat option. To make my fists magic ...eh...less then important as long as you have the mighty fists amulet. Do i have to choose this (or the card size increase)or can i choose to not take that power feat reward until I unlock my specialization options? I'm not even sure i want his hand size to get much bigger. 5 seems like the likely best number. Zen archer seems much better then drunken master but sure its hard to say exactly what these liquid cards will provide later on. for now they are kinda an unimpressive lot. Card feats....I want at least 1 weapon card, with a good ranged weapon in my deck. Spells? meh...not sure...maybe later.
Vic Wertz wrote:
Sorry, I dont have the game cards with me, so im a little confused still. Could someone please say what the text is on Erastil and Gorum is so i can apply what hes saying..
I realize its probably too late to change things for at least the second or third adventure pack, but I think from reading these boards since i bought the game at gencon we have a pretty good idea of some specific changes that should be made to cards for the future. Lets try and consolidate these suggestions to help improve the game. I see a ton of questions about 'can i use this card in this situation'. Cards should be more specific if they can be used on other players or at other locations. Maybe use symbols to signify 'self only' or 'all players' and 'this location' or 'any location'. This could probably be pretty easily done without bloating the text on the card using symbols. I see a lot of questions about 'can i use this card at this time'. This needs to be alot less ambiguous. the order of operations of a check should be laid out, maybe numbered, then good examples given. I think the biggest problem with the existing rulebook is that it has very few practical examples. One detailed example with lots of modifiers would have answered quite a few of the questions im seeing. Add to the thread if you have something constructive to add to the discussion.
The monk has the suggested starting equipment Amulet of Fists which grants an extra 1d4 magic damage to a strength or meele combat check. Can this be applied to his unarmed combat check? it says he can use a dex die instead of strength, but does that still qualify as a strength combat check (hes just using a different die). Is the unarmed combat check still a meele check? |