
Kobold Catgirl |

Really? I thought monks did great against armies in the Middle Ages. Haven't we all heard stories of the great Battle of Kells, where the residents of the monastery wiped out an entire legion of vikings and then killed a bunch of wizards for good measure?
In seriousness, my reasons are pretty much exactly what I said: Fast, hard to hit (or kill, in the case of the barbarians).
Barbarians have a high damage output and move quickly, making them ideal for catching a team and quickly killing multiple members. Barbarians are great for "fast, consistent damage".
Monks, meanwhile, move fast and are good at resisting most mage spells (in PF terms, high touch AC and good saves).

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If PFO monks have any similarity to the tabletop their only competition is going to be wildshape druids. I'm actually still betting on the monks.
A traditional Pathfinder monk is about the fastest moving class (with the possible exception of a wildshape druid), has stealth as a class skill, and can kick butt and take names without gear.
The only thing I'm really expecting to see changed is the without gear part. That would be insanely unbalanced in a loot drop game so your robes and hand-wrappings are likely to be a big deal.

Kobold Catgirl |

I'm hoping for a more spiritual style, though. Magic handwrappings always seemed silly to me, and they seemed to cheapen the monk's pro punching skillz. Less oven mitts of punching +5, more portable rock gardens of understanding how to punch like bear +5.
Those are canon names. I stole them from Goblinworks HQ with my racial +2 to Stealth.

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Bard, more fun and easier to add.
Bardic music is really just a variation on 'spells'... throw in more 'musical' sound effects with the casting and maybe some floaty musical note visuals and viola, Bards. Similarly, instruments are just another object to add to the animation like any other 'implement' (e.g. spellbooks or holy symbols). As such, Bards shouldn't take any more work than Wizards and Clerics.
I still don't get why Ranger animal companions are considered 'more difficult' than Paladin animal companions, but in any case both could be left out entirely at first in favor of the other 'bond' option for each class (i.e. Paladin bond with weapon / Ranger bond with group). Then when critters are eventually added for Druid wildshape and animal companions they could become available for Paladins and Rangers too.

Brutus Bellator |

Monk. Roundhouse kick in the nuts ftw!
PS: Bonus if there is a scream response to the animation.

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Bard 22
Monk 7However, about 5 people declared Bard over Monk because it seems obvious that the Bard is easier to implement and will come first anyway, but seemed to actually prefer a Monk, so 17/12 would be a better indication of preference.
Hey! No interpreting other people's preferences.

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Banesama wrote:I think you are correct. New animations( for unarmed combat) are some of the most expensive chores to do in any game.I like both classes, but to me it is obvious more people will want to play the Bard.
But it is also obvious to me the Bard will come first. The Monk will have too much programming involved to be soon. I would be surprise if the Monk is not what of the last core classes to be added.
I'm not sure why the animations for unarmed combat have to be so hard. In the table top game, it doesn't matter if the unarmed attack is a punch, kick, elbow, knee, head butt ect. It should be the same for PFO IMO, and besides they should have an unarmed attack animation for characters attacking unarmed anyway. Just have the monk attack animation be a punch, like any other class making an unarmed attack IMO. If I was a monk fan, having the class delayed for anything flashier would be annoying to me.

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Just have the monk attack animation be a punch, like any other class making an unarmed attack IMO. If I was a monk fan, having the class delayed for anything flashier would be annoying to me.
Heh. I can see it now;
Monk: I launch a "Flurry of Blows"!
<generic punch animation>
Monk: I hit him with "Stunning Fist"!
<generic punch animation>
Monk: Quivering palm!
<generic punch animation>

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I'm not sure why the animations for unarmed combat have to be so hard. In the table top game, it doesn't matter if the unarmed attack is a punch, kick, elbow, knee, head butt ect. It should be the same for PFO IMO, and besides they should have an unarmed attack animation for characters attacking unarmed anyway. Just have the monk attack animation be a punch, like any other class making an unarmed attack IMO. If I was a monk fan, having the class delayed for anything flashier would be annoying to me.
It's just not that simple:
Conditions for Adding Roles: It's not just animations. There's an art component, and that's meaningful. But there's also a design component. It will take time to ensure that we're happy with the balance and flow of the "basic" class features. That's part of Crowdforging. We need some space between when various roles go into the game for testing and evaluation. We also need time to do development on the way features get implemented. Monks, for example, aren't just "fighters who use their fists". They're characters with extremely complex features.

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Bard bard bard bard bard, ad infinitum. Also monks are way more animation intensive. Bards don't need much for sound and animation; look at how Baldur's Gate and Neverwinter Nights handled bardic music.
Exactly. Just swaying a little bit with an instrument in hand, some plinky little tune plays for a few seconds, and music notes pop up over the heads of everyone buffed.