Playing a Monk

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Benorf
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Playing a Monk

Post by Benorf » Thu Oct 31, 2013 6:48 pm

Hey everyone. I love jumping around on characters apparently, because I've been thinking about playing a Monk. However, I know that the class isn't coded, so I have some ideas and would like some suggestions on how I should progress.

One, I could play a Cleric, and intentionally wear no armor and use my spells to buff my AC.

Two, Play a fighter with a focus on dex, and just wear leather.

My main question is this: Can you specialize in brawling?
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Harroghty
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Re: Playing a Monk

Post by Harroghty » Thu Oct 31, 2013 6:53 pm

Not really. The staff has discussed some ways to make brawling more feasible, but one is currently limited to only one attack per round with brawling.
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Kaaurk
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Re: Playing a Monk

Post by Kaaurk » Thu Oct 31, 2013 8:44 pm

Could brass knuckles as a weapon give brawling more then one attack?
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Re: Playing a Monk

Post by Harroghty » Thu Oct 31, 2013 8:46 pm

Yes, if they are weapon type 62 (cestus), which is a brawling weapon.
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Re: Playing a Monk

Post by Kaaurk » Thu Oct 31, 2013 8:48 pm

I don't know if it is a monky weapon but perhaps that is a way he can do it until brawling is changed, if it will be :)
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Re: Playing a Monk

Post by Alexan » Thu Oct 31, 2013 10:54 pm

Harroghty wrote:Yes, if they are weapon type 62 (cestus), which is a brawling weapon.

Not to mention monks also use things like kamas, quarterstaves, nunchaku.... If you're going the fighter route, and considering there's nothing like a Ki strike in game yet, there's no reason you can't theoretically use one of these. I know people want to make monks with awesome punching abilities, and I guess you could offset the monk damage increases with weapon spec in brawling, but even +4 dmg comes nowhere near what they get in later levels.

To be honest, unless it's going to get coded, or if you're doing it strictly on an RP basis (which I'm fine with), there's not much point in trying to make a full-blown monk. Brawling is going going to give you a d4, and even dual wielding knuckles, I don't think fighters really have access to all the two-weapon feats to make it like a flurry of blows. Even playing with leather (which monks wouldn't do since they have to wear no armor to get their WIS bonus added to their AC) and having a high DEX just doesn't compare to the AC increases they get, the combat abilities they have, and the resistance to disease, poisons, and etc. etc. And playing as a cleric wouldn't make much sense in my opinion, since monks don't really have spell casting, and while most monks do come from monasteries, religion isn't required to be a monk.

Once again, it's a fun RP aspect, and I wouldn't discourage it myself, but just know you'll be fighting a lot of hindrances just because a lot of what makes a monk later on, you won't have.
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Re: Playing a Monk

Post by Kinni » Thu Oct 31, 2013 11:05 pm

I have been gearing my newest alt towards a monk with the full understanding that it is not entirely supported by codes. I have focused primarily on brawling, short blades (with the intentions of sai use in the future), and staves. It's really about the RP and self control: great, my fighter has the ABILITY to wear full plate, but given her lifestyle choices she does not. Honestly, I've never made a fighter, so I'm not the best source on this, but I love the RP that revolves around my monkish girl so far. :)
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Re: Playing a Monk

Post by Casamir » Thu Oct 31, 2013 11:27 pm

One should pick up brass knuckles or a punch dagger probably, then visit either the Cloister of St Ramadar or than Monastery-ish place in Highmoon. One might also use a thief or a ranger base for a focus on dexterous combat.
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Re: Playing a Monk

Post by Gwain » Thu Oct 31, 2013 11:37 pm

Kinni wrote:I have been gearing my newest alt towards a monk with the full understanding that it is not entirely supported by codes. I have focused primarily on brawling, short blades (with the intentions of sai use in the future), and staves. It's really about the RP and self control: great, my fighter has the ABILITY to wear full plate, but given her lifestyle choices she does not. Honestly, I've never made a fighter, so I'm not the best source on this, but I love the RP that revolves around my monkish girl so far. :)
I did an rp like this on an alt several years ago. I like the idea of self control. It's not about having the abilities and power it's all about the rp and being able to craft reasonable enough stats to survive the world itself accordingly. You may not have all the bells and whistles your neighbour has, but you still get to enjoy yourself.
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Benorf
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Re: Playing a Monk

Post by Benorf » Fri Nov 01, 2013 12:49 am

Okay, cool. As long as using knuckles will allow me to go brawling, that's all I care about.

I figured it'd be a lot of fun to RP a monk type, so I'll probably do a bunch of research before moving forward. I know that monks don't do leather in the least, but I could see the idea of leather robes.

There are no current plans to implement any new classes at all, right?
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Re: Playing a Monk

Post by Casamir » Fri Nov 01, 2013 1:08 am

There was some work towards barbarians a while back, iirc, but I would say certainly not soon. Effort is better directed to refining and expanding what we already have, I would imagine.
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Re: Playing a Monk

Post by Benorf » Fri Nov 01, 2013 2:05 am

I'm sure it would require quite a bit of effort, but...

Would it be possible to make a feat that would improve your unarmed damage by 1 die? So like, as a Journeyman, Adept, Expert, Master, and Grandmaster?

That way you can go from a d4 to d6, d8, d10, 2d6, 2d8?

I realize that might be a bit overkill though. I would presume that in order for this to work two-weapon fighting would not be able to work. Flurry of blows provides 5 attacks at level 20, so as a fighter it would be much the same. If you want to make it more like a monk to provide the same base attack bonus, give it a a tradeoff: Every increase in damage die reduces your chance of hitting by 1. Therefore, you would have the base attack of a monk at level 20. (or close enough.) I know it's not a perfect solution, but it could work?

I know that with fighter feats they would still have a bonus to damage and with greater weapon focus, they would end up at +18/13/8/3/-2, but core rules is 15/15/15/10/5. I don't foresee that discrepancy as being a huge ordeal.

Anyway, that's just an idea.
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