New article from Jason Bulhman and worries about the monk post advanced classes


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ciretose wrote:
wraithstrike wrote:


The "not front line" argument is made in every monk thread I have seen so far. So then it is asked, well what is their purpose, and it goes downhill from there most of the time.
Frontline in a similar vein to a Ranger being frontline. As in, you can do it if you have to but it isn't always your best option depending on what you are fighting or your build.

I will put it another way. The argument was they were not there to do damage primarily, and since monk normally do damage with their fist, they had to be up front to do that. Therefore the term "front line" was used.

Otherwise archery focused paladins and fighters are also not frontline either, just as much as the ranger would not be if he chose archery.

Shadow Lodge

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I don't know, when someone says martial arts, everyone assumes it means Asian unarmed combat, when it really means more just combat arts. Boxing, fencing, stick fighting, German knight sword fighting, and wrestling are all martial arts.


Pathfinder Rulebook Subscriber

Kung fu almost certainly owes some of its origins to an exhibition of Greek wrestling and freestyle kickboxing that Alexander took with him to India.

Anyway, I like the idea of a monk. They're all mystical and stuff. That's what justifies the super effective fists. If if you look at historical martial artists, however, they used weapons. The Shao-Lin monks fought off the Imperial troops using weapons. I would expect a non-magical person who has to slay ogres and stuff to use a weapon. If the new Brawler uses ki to punch people, rather than to turn ethereal and stuff, that's cool. If, however, they just punch things really hard, that's hard for me to wrap my head around.


DM Beckett wrote:

You know, I'd honestly be much more concerned for the fighter than the Monk, personally.

A class that gets some class features, probably more than one good saves, good HP, full BaB, a main weapon that powers up as they level, and probably doesn't need to worry about maneuverability and armor. Both classes already get built in Bonus Feats that are probably going to play in directly to their focus, and the Brawler seems like it will not have another of the Fighter's main complaints in needing to rely on others (buffs) to make them work past the early levels. Presumably some skills, too. Obviously, we will need to wait and see, and this is just me guessing.

Really, why would you ever play a normal Fighter after that?

People played normal fighters before this?


Yes. All the time. They're one of the most popular classes out there, actually.


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Cheapy wrote:
Yes. All the time. They're one of the most popular classes out there, actually.

Yes.

It is actually pretty amazing how what the internet would indicate "everyone" plays differs from what actually comes across my table - like how I have one player that will play a monk 99% of the time, and fighter is the only class that has been present in every campaign I've ever run except the one where it wasn't an allowed option (and a magus was played to fill the same role).


DM Beckett wrote:
DM Beckett wrote:

Obviously, we will need to wait and see, and this is just me guessing.

thejeff wrote:

Because the fighter is currently a much better class than the monk? At least it does its thing well. And its thing is needed most of the time.

And I suspect you're overselling the Brawler.

How do you get that? Don't even know what it looks like yet.

You're right. We don't. I suspect your guesses at what the Brawler will have are overgenerous. That's why you wonder if anyone will ever play a fighter again.

Shadow Lodge

Zhayne wrote:
DM Beckett wrote:

You know, I'd honestly be much more concerned for the fighter than the Monk, personally.

A class that gets some class features, probably more than one good saves, good HP, full BaB, a main weapon that powers up as they level, and probably doesn't need to worry about maneuverability and armor. Both classes already get built in Bonus Feats that are probably going to play in directly to their focus, and the Brawler seems like it will not have another of the Fighter's main complaints in needing to rely on others (buffs) to make them work past the early levels. Presumably some skills, too. Obviously, we will need to wait and see, and this is just me guessing.

Really, why would you ever play a normal Fighter after that?

People played normal fighters before this?

:)


Cheapy wrote:

Yes. All the time. They're one of the most popular classes out there, actually.

+10 000


ciretose wrote:

Well, optimally sword flurrying...which is part of the problem...

If this is the "solution" I can live with it.

A temple-sword flurrying Monk still deals less damage than a 2-handed Ranger.

Just saying...

EDIT: Well, unless the Monk is a Sohei. But then, he's more Fighter than Monk.

BTW, I think the Brawler will be like a Sohei Monk, but with full BAB, only 2 good saves (Probably Fort and Reflex), no Ki and, hopefully, no FoB (although getting TWF as a bonus feat would be nice, just because AoMF is way too goddamn expensive for non-TWF unarmed warriors).


Silentman73 wrote:

This honestly sounds awesome to me. I don't want to deal with the eastern mysticism content that's so deeply baked into the Monk that a LOT of work has to be done on the GM side to strip it out. I don't think it fits very well with the fundamentally European medieval style of the rest of Pathfinder. Honestly, a Psion fits better, as their abilities, while making some nods to New Age and eastern mystic concepts, remain relatively agnostic on a fundamental level. It's the same reason I wouldn't let a player make a "ninja". If they wanted to make a character who had ninja abilities, and wanted to work out the fluff to keep it thematically consistent, I'd be fine with that.

I'm one of those weird types for whom the fluff matters as much as the crunchy bits. :P

My go-to example for a Western-style Ninja would be the Assassin's Creed games.

Some of it doesn't fit, like the throwing stars or Shadow Clone, but Hidden Weapon, High Jumper, Darkvision, Wall Climber, etc all fit in perfectly.

There's your Western Ninja.


Maybe they'll throw in a really awesome ki power and say the monk can use this option as well? Stealth patch for the win!

(something like spend 1 point of ki for 1 minute of enhancement bonus to hit. This would be similar to the magus arcane pool feature)


I have a question; If the new classes invalidate some classes that are often considered weak or inflexible is that a bad thing?


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Now there's a question for a 1000 post thread with lots of moderator activity.


Should I start one?


Cheapy wrote:
Now there's a question for a 1000 post thread with lots of moderator activity.

Just one? I am pretty sure I can find about 5 that are effectively connected to it. Like every time someone complains about style feats and the ninja...


Malwing wrote:

I have a question; If the new classes invalidate some classes that are often considered weak or inflexible is that a bad thing?

Depends a lot on your point of view. I personally would rather they just errata what they have, but I can understand the viewpoint that people would find it annoying to errata an entire class. On the other hand, isn't replacing one class with a more balanced one just a form of errata?


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Also, if the Advanced Class replaces a CORE RULE BOOK class, it kind of goes against Paizo's policy of "Nothing new should invalidate or replace anything form the Core Rule Book."

Why do you think it took so long for the Amulet of Druid Attacks to get it's price dropped?

The Core Rule Book is supposed to be sacred and nothing should be better than what's found in there. Sure, you can alter or build upon things (like feats or archetypes or magic items), but there should never be anything that is totally and completely better than Core Rule Book material.


In theory.


Tels wrote:

Also, if the Advanced Class replaces a CORE RULE BOOK class, it kind of goes against Paizo's policy of "Nothing new should invalidate or replace anything form the Core Rule Book."

Why do you think it took so long for the Amulet of Druid Attacks to get it's price dropped?

The Core Rule Book is supposed to be sacred and nothing should be better than what's found in there. Sure, you can alter or build upon things (like feats or archetypes or magic items), but there should never be anything that is totally and completely better than Core Rule Book material.

I was under the impression that this was comically untrue on paper if not in spirit.


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Tels wrote:

Also, if the Advanced Class replaces a CORE RULE BOOK class, it kind of goes against Paizo's policy of "Nothing new should invalidate or replace anything form the Core Rule Book."

Why do you think it took so long for the Amulet of Druid Attacks to get it's price dropped?

The Core Rule Book is supposed to be sacred and nothing should be better than what's found in there. Sure, you can alter or build upon things (like feats or archetypes or magic items), but there should never be anything that is totally and completely better than Core Rule Book material.

That is a very bad policy. I would much rather a company admit its mistake in making a poor class and correct it than hold said mistake on a pedestal on some mistaken belief that the initial outlay of books is somehow immune to scrutiny.


Yep, and correct obvious imbalance if it is there.

Silver Crusade

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Pathfinder Adventure Path Subscriber
DM Under The Bridge wrote:
Yep, and correct obvious imbalance if it is there.

Such as Wizards being way too weak and Monks needing a solid nerf. Glad we're on the same page!


Wizards can be a bit weaksauce actually. lol


Malwing wrote:

I have a question; If the new classes invalidate some classes that are often considered weak or inflexible is that a bad thing?

... Conspiracy to secretly bring in Pathfinder 2.0 without anyone knowing? The ultimate in backwards compatibility with older editions...

Designer, RPG Superstar Judge

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Zhayne wrote:
That is a very bad policy. I would much rather a company admit its mistake in making a poor class and correct it than hold said mistake on a pedestal on some mistaken belief that the initial outlay of books is somehow immune to scrutiny.

You're looking at that wrong.

It's not "this design is perfect and we don't think you should make anything more powerful than this."
It is, "this is a standard option for the game, and no later option should invalidate this standard option, because we don't want to create an 'arms race' where you know a new book is going to have more powerful abilities, and without those abilities your character is going to die because adventures expect you to be powered-up."


Malwing wrote:
I have a question; If the new classes invalidate some classes that are often considered weak or inflexible is that a bad thing?

No. It is just a thing. It's just. A. Thing. And that is ok.

Also: Invalidate is very broad. Seeing as opinions vary, and the individual's measure might be: broad mechanics; specifically DPR driven; concept/theme/flavor; legacy/heritage; "role"; "tier" or personal preference, I don't think any previous Core, Base or Alternate class could ever be invalidated completely and universally.

Ok, Paizo I made another post. Please invalidate my parking. ;P


Another question: Since Monk and Brawler share a few assumptions would we expect for new options available to the Brawler make Monk more powerful?

Opinion: Considering the eastern and mystical flavor of the Monk, I do not think that the Monk will be invalidated thematically. But if Monk is considered underpowered and Brawler is balanced against a stronger martial class it does have the possibility of replacing or redefining assumed roles for the Monk.


Malwing wrote:

Another question: Since Monk and Brawler share a few assumptions would we expect for new options available to the Brawler make Monk more powerful?

Or more generally, woul the new book have new options for old classes?


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Malwing wrote:

I have a question; If the new classes invalidate some classes that are often considered weak or inflexible is that a bad thing?

There are already like five classes/archetypes that invalidate the rogue, two more are just nails on the coffin. And the monk never got validated on the first place, so it can't even be invalidated.


Nicos wrote:
Malwing wrote:

Another question: Since Monk and Brawler share a few assumptions would we expect for new options available to the Brawler make Monk more powerful?

Or more generally, woul the new book have new options for old classes?

I'm pretty sure they said there will be archetypes and feats for the "old" classes that take advantage of the "new" classes mechanics.


Oceanshieldwolf wrote:


UOTE="Nicos"]

Malwing wrote:

Another question: Since Monk and Brawler share a few assumptions would we expect for new options available to the Brawler make Monk more powerful?

Or more generally, woul the new book have new options for old classes?
I'm pretty sure they said there will be archetypes and feats for the "old" classes that take advantage of the "new" classes mechanics.

but will the new options offer more power or modularity?


I'm sure one of the design goals was that every archetype would put AM BARBARIAN to shame.


It is a good question. what is the intended power level of the new classes? particularly, what is the intended power level of the brawler?

It is intended to be on par with the monk? cause, in this case, why to publish it?

it is intended to be on par with barbarian, paladins and magus? cause taht definitely means that the brawler outclassed the monk.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
MrSin wrote:
Scavion wrote:
When you think where a monk might come from whats the first thing that comes to mind?

Self discipline. Just like I think of wizards as self taught and clerics as someone who's come upon his convictions through self-resolve. Some people have a different view of life. The important thing to remember is that there are many ways to the same destination.

We've gone pretty far off topic now though.

If you have problems imagining monks involved in the political sphere, go through your Greyhawk archives and look up "Scarlet Brotherhood."


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Nicos wrote:

It is a good question. what is the intended power level of the new classes? particularly, what is the intended power level of the brawler?

It is intended to be on par with the monk? cause, in this case, why to publish it?

it is intended to be on par with barbarian, paladins and magus? cause taht definitely means that the brawler outclassed the monk.

You are looking at all of these classes merely through a "power" as damage lens, not usefulness, niche, role or flexibility. At least that's the way it seems to me.

Even if it was on par with the monk, perhaps the Bralwer's non-mystic take on the unarmed combatant might be popular? etc etc etc


And because it was linked recently in another thread, a post from Jason Buhlman about "balance":

LINK


Oceanshieldwolf wrote:
Nicos wrote:

It is a good question. what is the intended power level of the new classes? particularly, what is the intended power level of the brawler?

It is intended to be on par with the monk? cause, in this case, why to publish it?

it is intended to be on par with barbarian, paladins and magus? cause taht definitely means that the brawler outclassed the monk.

You are looking at all of these classes merely through a "power" as damage lens, not usefulness, niche, role or flexibility. At least that's the way it seems to me.

The niche and role are covered already by several other options. About flexibility, is a class that specialze in unarmed combat, how much flexible it can be?.

If the class is not meant to be compared in terms or power, then it shoudl have something else, I wonder what else would have the brawler.
===================================================

By the way, I am not compalining, this seem to be a interesting challenge for paizo, and if somebody can do it succesfully it is the paizo devs.


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Talk of class "power" really annoys me because one of my players is obsessed with maximizing his characters combat potential without any regard for roleplaying or non-combat situations. This ends up with him complaining when we enter no combat situations because his characters are rather useless. Another problem I have in general is that the idea of a character concept goes completely over my players' heads. Im seeing the same problem here: the monk won't be useless because there is no other class that is a monk, and fills that role.


Oceanshieldwolf wrote:
Nicos wrote:

It is a good question. what is the intended power level of the new classes? particularly, what is the intended power level of the brawler?

It is intended to be on par with the monk? cause, in this case, why to publish it?

it is intended to be on par with barbarian, paladins and magus? cause taht definitely means that the brawler outclassed the monk.

You are looking at all of these classes merely through a "power" as damage lens, not usefulness, niche, role or flexibility. At least that's the way it seems to me.

Even if it was on par with the monk, perhaps the Bralwer's non-mystic take on the unarmed combatant might be popular? etc etc etc

One reason why above I used the phrase "...redefining assumed roles for the Monk" If Brawler takes over the unarmed/combat maneuver frontliner from the Monk will that make for an incentive to play up the Monk's mystical aspect and thus make it more powerful because it's role is redefined to be less martial and more of something else.(support, debuff, Jack-of-all-trades, ect.) One hope that I have is that the Monk will be more defined from the design end and receive more useful features because it's martial aspect is obsolete to some extent.


Troodos wrote:
Talk of class "power" really annoys me because one of my players is obsessed with maximizing his characters combat potential without any regard for roleplaying or non-combat situations.

well, this have nothing to do with class desing, it is a player issue.


Malwing wrote:
Oceanshieldwolf wrote:
Nicos wrote:

It is a good question. what is the intended power level of the new classes? particularly, what is the intended power level of the brawler?

It is intended to be on par with the monk? cause, in this case, why to publish it?

it is intended to be on par with barbarian, paladins and magus? cause taht definitely means that the brawler outclassed the monk.

You are looking at all of these classes merely through a "power" as damage lens, not usefulness, niche, role or flexibility. At least that's the way it seems to me.

Even if it was on par with the monk, perhaps the Bralwer's non-mystic take on the unarmed combatant might be popular? etc etc etc

One reason why above I used the phrase "...redefining assumed roles for the Monk" If Brawler takes over the unarmed/combat maneuver frontliner from the Monk will that make for an incentive to play up the Monk's mystical aspect and thus make it more powerful because it's role is redefined to be less martial and more of something else.(support, debuff, Jack-of-all-trades, ect.) One hope that I have is that the Monk will be more defined from the design end and receive more useful features because it's martial aspect is obsolete to some extent.

I do nto see how can make that more powerfull the monk. If In the end, mystic or not, the monk abilities fails then there is no role or niche that justify them.

Wholenes of body as a good example.


Troodos wrote:
Talk of class "power" really annoys me because one of my players is obsessed with maximizing his characters combat potential without any regard for roleplaying or non-combat situations. This ends up with him complaining when we enter no combat situations because his characters are rather useless. Another problem I have in general is that the idea of a character concept goes completely over my players' heads. Im seeing the same problem here: the monk won't be useless because there is no other class that is a monk, and fills that role.

consider suggesting some classes that have out of combat potential baked into the class mechanics. A ranger will still have some out of combat utility with 7 intelligence and so forth. A wizard will always have lots of skills despite his low skill bonus... Its unfortunate that your friend seems uninterested in the non combat aspect of the game, but it may help if he/she has those skills to fall back upon.

Grand Lodge

I think maybe you failed you create Monk Check as where I sit in Australia Monks are running riot. Some of the Monk builds are truly awesome and very little if any monster can face them and challenge.


Malwing wrote:
Oceanshieldwolf wrote:
Nicos wrote:

It is a good question. what is the intended power level of the new classes? particularly, what is the intended power level of the brawler?

It is intended to be on par with the monk? cause, in this case, why to publish it?

it is intended to be on par with barbarian, paladins and magus? cause taht definitely means that the brawler outclassed the monk.

You are looking at all of these classes merely through a "power" as damage lens, not usefulness, niche, role or flexibility. At least that's the way it seems to me.

Even if it was on par with the monk, perhaps the Bralwer's non-mystic take on the unarmed combatant might be popular? etc etc etc

One reason why above I used the phrase "...redefining assumed roles for the Monk" If Brawler takes over the unarmed/combat maneuver frontliner from the Monk will that make for an incentive to play up the Monk's mystical aspect and thus make it more powerful because it's role is redefined to be less martial and more of something else.(support, debuff, Jack-of-all-trades, ect.) One hope that I have is that the Monk will be more defined from the design end and receive more useful features because it's martial aspect is obsolete to some extent.

A fighter is already good enough to compete with the monk for damage and manuevers. I don't think the new class is breaking ground in that regard, and many posters(not me) say the monk's main job is not to be a front line combatant anyway, so it should not bother them.


Humphry B ManWitch wrote:
I think maybe you failed you create Monk Check as where I sit in Australia Monks are running riot. Some of the Monk builds are truly awesome and very little if any monster can face them and challenge.

Are these zen archers, multiclassed monks, or some other archetype such as the master of many styles?

For the most parts monks are very hard to build well, and if you dont have good system mastery, but that has been repeated in every other monk thread.


wraithstrike wrote:
Humphry B ManWitch wrote:
I think maybe you failed you create Monk Check as where I sit in Australia Monks are running riot. Some of the Monk builds are truly awesome and very little if any monster can face them and challenge.

Are these zen archers, multiclassed monks, or some other archetype such as the master of many styles?

For the most parts monks are very hard to build well, and if you dont have good system mastery, but that has been repeated in every other monk thread.

And even with system mastery, it's hard to get better than bog-standard power level for most other classes.

Zen Archers aside.


Troodos wrote:
Talk of class "power" really annoys me because one of my players is obsessed with maximizing his characters combat potential without any regard for roleplaying or non-combat situations. This ends up with him complaining when we enter no combat situations because his characters are rather useless. Another problem I have in general is that the idea of a character concept goes completely over my players' heads. Im seeing the same problem here: the monk won't be useless because there is no other class that is a monk, and fills that role.

Seen it.

Well yes you could make the Duke explode, but since you are here to ask him a question and work out what is going on, your combat abilities aren't of paramount importance at the moment.

An inability to adapt can be a real problem, whether that comes from the build or the player. I still like the monk, and I see them as adaptable critters, potentially quite anti-spellcaster, impossible to disarm when using unarmed, capable of swift movement, scouting and easily taken in the direction of many builds. While I liked the ki abilities, it is very curious they get less use over the rounds than the barbarian gets with their rage points. There isn't a balance there. If the barbarian can rage and pound for many rounds, the defensive monk should be able to keep that ac buff up for quite a long time.

Anyone give the monk a bit more ki points in their games, and find it was a nice balancing touch?


Googleshng wrote:
doc the grey wrote:
Kryzbyn wrote:

"...without any of the mysticism of the monk."

I think the monk will be fine.

Yeah but I feel like that just exacerbates the problem. The biggest issue with the monk is the ki system and how it eats up build space for the class and yet either doesn't deliver with those abilities. Things like tongue of the sun & moon, wholeness of body, and diamond soul coming up way too late in their level progression to be as useful as those level slots are supposed to be and with a few of them actually getting in the way of the class doing what its supposed to be doing. With the brawler I feel like we're just going to be getting monks further and further left behind instead of giving them a desperately needed update.
Why not just look at the brawler as the update you feel monks need then?

This is what I'm doing.


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Sean K Reynolds wrote:
Zhayne wrote:
That is a very bad policy. I would much rather a company admit its mistake in making a poor class and correct it than hold said mistake on a pedestal on some mistaken belief that the initial outlay of books is somehow immune to scrutiny.

You're looking at that wrong.

It's not "this design is perfect and we don't think you should make anything more powerful than this."
It is, "this is a standard option for the game, and no later option should invalidate this standard option, because we don't want to create an 'arms race' where you know a new book is going to have more powerful abilities, and without those abilities your character is going to die because adventures expect you to be powered-up."

If the core book were at all balanced, I would agree with you. But when you have blatantly broken things, whether too weak or too strong, they should be fixed, no matter where they are printed.

If it's too weak, it's already invalidated anyway, isn't it? Few players play it because there are other classes/archetypes that do it better.

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