Talk:Monk Variant (4e Class)

Hmm, all of the class features are striker bonuses, not controller features. Marasmusine (talk) 00:46, 8 March 2013 (MST)

Yeah, my origional thought was to make the powers less damaging to balance this, but I've changed my mind, and made them attack roll bonuses. Thank you. --Paul (talk) 10:22, 8 March 2013 (MST)

I mean, where are the controller-like features? Marasmusine (talk) 00:25, 9 March 2013 (MST)
Also, your powers will need either the Implement or Weapon keyword. Marasmusine (talk) 11:51, 9 March 2013 (MST)
Well, my origional thought was to make the monk an unarmed fighter. Is unarmed a keyword? Is there something else I should put in instead. Maybe I could invent some kind of fist weapons. --Paul (talk) 09:39, 11 March 2013 (MDT)
after reading the player's handbook, I think Ive answered my own question and made the good changes. Does that look right now? Also, I added the trip feature. What other controller-like class features did you have in mind? --Paul (talk) 10:44, 11 March 2013 (MDT)
This is a long reply, but I want to give you some comprehensive advice.
Let's look at the powers first. Short answer: Look at the Monk from PHB 3. Long answer: Here is a mini design tutorial.
The rules assume that players will have a enchantment bonus from a weapon or implement. If your powers do not use one of these keywords, your monk will be 1 to 6 points behind his peers on attack and damage rolls, and will not benefit from higher criticals and properties, and no-one will want to play your class.
Look at your attack powers. If they are mostly vs. AC, then your class uses a Weapon. If they are mostly vs. Reflex, Will or Fortitude, then your class uses an Implement. If you've got a good mix, then you might have both.
If you want to go with Weapon, then your Monk's unarmed attacks must be treated as a weapon. They need a proficiency bonus, damage roll, appropriate weapon keywords, the ability to be enchanted and disenchanted, and a range of magical enchantments (which will cost either gold coins, or residuum if you give them some kind of ritual to enchant themselves). This weapon's properties ought to be the equivalent of a simple weapon, since they are Controllers.
If you want to go with Implement, then your Monk needs an implement. The PHB 3 Monk uses a Ki Focus. If you do this to, it will save you a lot of work since players of your Class then have access to the Ki Focuses already available. But if you do this, you ought to change your power source to Psionic (since that covers classes who use mental focus for their abilities) or Martial and Psionic.
There is a third option of using an "inherent bonus", which is kind of what you're reaching for in Unarmed Combat Master. I do not suggest that route, but if that's what you want to go with I suggest reading the no-magic-items campaign option in DMG 2.
Let's move on to Class Features. Short answer: Look at the Controllers in the different Players Handbooks. Long Answer: Controllers can take on three different roles. The first is to handle minions: controllers tend to have a lot of area and close burst attacks. The second is to manage the battlefield by denying areas to the enemy, and applying forced movement. The third is to apply status conditions.
Most of this is inherent in the powers, and the class features are designed to support this. Examples: A control wizard can make spell effects and conditions last longer. The Druid gets either an AC or Speed boost, but primarily Wild Shape unlocks a different set of attack powers (versatility is the key here). Invokers can slide enemies and allies, or get a damage and attack bonus under certain circumstances. Psions can slide enemies and objects around, distract enemies, or can extend the range of their powers and create objects.
I can critique your current class features, but I'll give you chance to contemplate the above first :) Marasmusine (talk) 18:25, 11 March 2013 (MDT)


Thank you very very very much for your guidance in creating this page. The reason why I am creating it is because I do not have any hand book other than the first one, and I wanted to play a monk in a game that is starting in a couple of weeks. I'm pretty sure that I solved the issue of unarmed combat with the new Unarmed Combat Master feature that basically allows me to fight as though I was wielding a weapon even if I'm not. I've diminished the fighting stances, only making them give a few bonuses. As for the three roles of the controller, that was very helpful. I added the spinning crane kick and dampen chakras features to take care of minions and to apply status conditions respectively. I very much look forward to your advice and criticisms. Thank you so much! --Paul (talk) 20:19, 11 March 2013 (MDT)
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