Me'mori wrote:
Glamered could have its applications but I see what you are saying with it. It just happens to be the first on the list for non-enhancement bonuses. What I was considering is just sticking with the equivalent of two spells that do something similar; Magic Weapon (1 min/lvl) and Mage Armor (1 hr/lvl), depending on the enchantment type you decide to go with. This keeps it uniform with already existing spells and gives a decent time duration for the abilities. As for the abuse factor, the only real concern I have with it is people stacking it with items like the Amulet of Mighty Fists or Bracers of Armor. Good way around it is to simply add in a rule that limits it to not being used in conjunction with any other enchantment. Sure, it really discourages monks from picking up most of the little items but on the same token, it keeps them from having to rely on outside gear but rather the strength of the self. In regards to the power limitations, I'll stick with what I had before: A monk cannot manifest an ability more than half their class level and cannot have a a total equivalent of enchantments equal to half their monk level. The way that breaks down, is a fourth level monk can manifest a total of a +2 enhancement, either divided between two +1 enchantments or one +2 enchantment. Further, a level 20 monk could manifest a total of a +10 enchantment bonus, distributed as they needed it. Just to cover it while I am thinking about it, a monk should be able to manifest this power to give himself armor and melee bonuses but should have to use the power twice to do it.
Me'mori wrote:
Well, lets see if we can't just iron this out then. The main problem I see is what would constitute an internal versus external power. We could stick with the basic system for weapons and armor enchantments: times three for weapon and times two for armor enhancements. While on the subject of cost, I took into account after the original post the non-bonus equivalent enchantments for armor (spell resistance, shadow, etc.). Best way I can figure it is find the nearest bonus cost, rounded up. For example, Glamered is listed at 2,700 so we go for a +2 enhancement bonus.
Jason Nelson wrote:
With this in regard, I actually just posted something similar that would make use of their ki pool on this thread.
Yeah, I think the ki pool does in fact need more abilities to choose from. One of the ideas I have been contemplating is allowing them to burn a number of ki points equal to three times the equivalent value of a weapon enchantment (+1 = 3 points, +2 = 6 points, etc.) to increase either attack power or even add a special ability to the monk. When dealing with already existing enchanted weapons, just follow the existing rules; adding a +1 onto a +1 costs the value of a +2. Of course assign a time limit, something like a number of rounds equal to their wisdom modifier of something to that effect. Additionally to regulate it so they can't just burn all their points to get the equivalent of a +5 weapon at 4th level, limit the increase to 1/2 their monk level. So a 4th level monk (chosen since thats then they get the ki pool anyway) would only be able to get a +2, and a 20th level monk would be able to get that awesome +10 total. While I'm on using it for weapon enchantments, the same could be done for armor enchantments since the monk really never utilizes armor. That way they can get those little bonuses our meat tanks and stealthy types enjoy so much. Now, adding in new abilities for the monk would have to include a bump in the number of points they receive when leveling. Put it more on pace with the barbarian, maybe half of what they receive (2 + Wisdom modifier at 4th level, 1 + Wisdom modifier each level thereafter). Alternatively, stick with the existing formula but make it twice their level instead.
Kirth Gersen wrote:
First off, I completely agree that the monk's weapon proficiency list needs to be expanded, one to add more versatility, and second, to better cover the different regions that a monk can potentially be from. With that said, I can't quite get on board with allowing them to flurry with any simple weapon, but I do think they should have a larger list of special monk weapons to utilize. As or the bonus damage, I have been toying with linking the monk's ki pool in with the weapon proficiencies. As long as the monk has at least one point in their ki pool, they gain a bonus equal to their wisdom modifier to damage with any weapon that is considered to be a favored weapon. That way, it covers the monk's relative lack of enchantments with weapons when compared to other melee combatants and adds another use for their ki pool.
The Hedgewizard wrote: A character with low dexterity and high ranks in sleight of hand could be a master pick pocket, even if his Dex score would indicate he's a klutz. And anyway, being a master pickpocket really comes from confusing the people you're pickpocketing which means it should be Charisma-based to me. Its not a bad point but being able to pick pocket does involve mostly dexterity. A good example of this is a friend of mine recently was in Panama and passed through a crowd. Even though he had his hand covering his wallet and passport, he still had both lifted and his cigarette case out of his cargo pocket. Now, its not to say that you couldn't utilize a Deception check with Sleight of Hand in order to distract a target, frankly it would make sense for it to work. Just set a DC and if they hit it give them a synergy bonus or the such.
Given the increase in power options with the current alpha (feats, skills, etc.) a +2 actually isn't that out of place. Every other race ends up with a +2 total, after adjustments as opposed to a +0 like the human. Essentially, the +2 just keeps a human character on par with everyone else. The feat just gives them that leg up over the rest of it. The feat bonus the human gets does give the racea bit more power when it comes down to it, but like I said, everyone else has gotten a bump so its still not to bad when it comes down to it.
I'm going to have to disagree with the Theft skill being a rogue exlusive class ability, simply because its a skill that measures ones ability to perform a certain task. Sure, I can see how Trapfinding could be considered in the same light, but it makes sense for the rogue (and scout if you are using them in your games) as they are taught what to look for and how to deal with them as part of their background. Anyone can learn how to pick a lock or even disable a watch (my example for a device), but not everyone is going to know exactly what to look for when it comes to triggers and mechanisms designed to take you out by surprise. While talking about the Theft skill, I don't agree with it either. My solution, and this is how I am running it for my group, is combining Open Lock and Disable Device into one skill as the basic function for them makes sense and keeping Sleight of Hand as a separate skill. After all, it does cover more than just picking pockets and can be useful for any character to have.
Installment 1: Character Creation and Modification
Player 1 - Elven Scout
Spoiler:
He doesn't feel as limited with his character, it allows him to customize the direction that his character will progress. He is a little worried that the increased feats selections will increase the possibility with power gaming, especially with the fighter. He also feels that combining the scout from the Complete Adventurer and the Ranger would make for a good class, but spellcasting should probably be dropped.
Solutions: Readjust the fighter bonus feats to one every three levels while keeping the Armor and Weapon Training class abilities. Player 2 - Human Cleric
Spoiler:
His main problem is with the feats. While it makes everyone balanced, the fighter turns into a "monster" class. A human fighter at level 20 would end up with 22 feats; the sheer number of feats available to them make them overbalanced.
Solutions: Agrees with player 1, considering a human fighter would end up with 18 feats instead (assuming we did our math right), still ahead of the curve on it. Player 3 - Halfling Rogue
Spoiler:
So far he likes the fact that they evened out more of the races, makes him more likely to play another race other than human. He does like the condensing of the skills, it allows him to play character more like he want to. So far it seems nice, likes the balancing. Seems like it will be much more pleasurable experience and won't be "pigeon holed" to a specific path. Wish we had realized there was a character available for download. All and all, he is excited to see how it plays out. Player 4 - Human Rogue
Spoiler:
Very happy with the reduction in the number of skills for the rogue. One of his main problems with the class previously was the fact that in order to be an effective rogue he had to spread himself around very thin to accomplish his role in the party. Player 5 - Human Fighter
Spoiler:
Is rather pleased with the attribute adjustment for the human and loves the idea of the bonus feats for races and the ability to take additional class skills as he levels. Also, he was very pleased with the specialized class abilities for the fighter. Player 6 - Human Bard/Rogue
Spoiler:
Is holding thoughts until he sees the bard. GM (Zer0)-
Spoiler: Personally I like what I see thus far. The fighter's bonus feats combined with the base feats increase does seem initially to overbalance the class but when you consider that everyone does receive the increase it makes it a little better. Sure, this will increase the power of the game but it also gives the GM more options when making NPCs and villains. Additionally, the increase in feats does allow for further character customization options, and when combined with the ability to select further skills to be treated as class skills makes for unique variants to any class. With that ability, you are not limited to progression, save for class or alignment restrictions. This allows characters to progress to almost any prestige class.
Further, the reduction in redundant or unnecessary skills is quite nice. So many times the skills have limited game play when they were supposed to be enhancing. By removing certain skills it creates a more seamless flow of game, no longer having to track multiple skills. Now, this vastly improved skill system still contains concerns for me. The Theft skill encompasses both the Open Lock and Sleight of Hand skills. These skills serve distinctively separate functions for a character. While both represent the nimbleness of a character, Sleight of Hand is used for more than just thievery. It is used to pass unspoken messages, conceal items, and perform any number of other subtleties. Open Lock on the other hand, simply is used to, well... open locks. If anything, I think it would be wiser to keep Sleight of Hand separate and combine Open Lock and Disable Device, as both are used to defeat a mechanism from simple to complex. Lastly, the simplified rules for creating encounters and awarding experience is quite nice. It will certainly make creating and running encounters much easier when I don't feel like putting to much thought into it. Well thats it for now, more to come as we try it out. Jack Simth has not created a profile. |
