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I was thinking about making a Monk hero class.

PostPosted: October 12th, 2008, 1:56 am
by StreetDeacon
Here goes...

Attack dice = 2
Defend dice = 2
Body = 7 (or maybe 6)
Mind = 4

Movement = 2 red dice
Starting weapons = none
Starting armor = none

His special ability is being a martial artist. He can either do 1 attack with 2 dice, or he can do 2 attacks with 1 die each, giving him an option of attacking 2 adjacent targets, but for less damage each. When a monster approaches him first, he has a 50% chance of getting to attack first by rolling a skull with 1 die.

(I was debating on giving him the ability of being able to dodge traps by rolling a white shield with 1 die, but then I thought maybe that would be too many special abilities to start with. Another ability I thought about was being able to bandage himself, or someone else, healing them for up to 2, maybe 3 points.)

Here’s some items that can be available to him at the armory, but I haven’t thought of prices yet.

Brass knuckles …..+2 dice to attack, and can only be used by a monk. (gives monk the option of 1 attack with 4 dice or 2 attacks with 2 dice each)

Arnis fighting sticks …. +2 dice to attack, can be used diagonal and can only be used by a monk. (gives monk the option of 1 attack with 4 dice or 2 attacks with 2 dice each)

Leather armor (including head) …. +1 die to defend

Abilities he can spend gold learning as quests get tougher …

Kick … This ability is a separate attack that does 1 attack die. Learning this ability gives the monk an option of doing 3 attacks.

Bandage … This ability enables to monk to heal himself or team mate up to 2 body points (or maybe 3 body points). Can be used only 2 times per quest.

Dodge … This ability gives the monk a chance of dodging a trap by rolling a white sheild with 1 die.


Anyway let me know what you think.

Re: I was thinking about making a Monk hero class.

PostPosted: October 12th, 2008, 9:51 am
by drathe
I think there are some good ideas here. Welcome to the forum StreetDeacon!

I would also allow 'Kick' to have the option of attacking diagonally.

Re: I was thinking about making a Monk hero class.

PostPosted: October 12th, 2008, 4:50 pm
by StreetDeacon
OK I made a character card for the monk. Whats cool is theres a mini in the D&D set that looks just like her.

That last part about the "initiative" didn't come out right. What I mean is when it's the monsters turn, and they move adjacent to the monk, theres a 50% chance the monk will still get to attack first. I'll fix it later. Just need to think of how to word it right and be able to fit in on that card.

Image

I got the monk artwork from google. I think it's a sketch from Todd Lockwood.

Re: I was thinking about making a Monk hero class.

PostPosted: October 12th, 2008, 9:44 pm
by Milk
drathe wrote:I think there are some good ideas here.


Agreed, especially the bandage ability - although you should definitely let it be an ability that can be added as the game goes on and not a starting ability in fear of an unbalanced starting character (same with the trap-dodge ability).

I like how you worked out the attack = 2 OR attack = 1 against 2 differing opponents - well, done. My one complaint would be that the brass knuckles are far too powerful against a single enemy (considering what they are - as powerful as a battle axe?), but in order to work into your versus-1 OR 1/2-versus-2 idea, I understand the 4 per 1 OR 2 per 2. ahh - a tough call in my opinion, but then, really no way to refine it without breaking the order of the original Monk-style gameplay you have appeared to develop, so I suppose...go with it.

Overall, some cool stuff here.

Re: I was thinking about making a Monk hero class.

PostPosted: October 13th, 2008, 12:30 am
by Phoenix
Perhaps this could be changed to:
Base ability: Punch/Kick - 1 Combat each (can attack 2 different or same opponent(s))
Brass Knuckles: Punch gives 2 Combat dice
Spiked Boots: Kick gives 2 combat Dice
Ability: Focused Mind - Gives an additional combat die in attack
Ability: Sweep Attack - Attacks with the Kick ability (at minus 1 Combat Die) (not to fall below 1 Combat Die) to all adjacent figures (including diagonal & friendlies)
Ability: Chi - Once per quest can focus all of his ablities (using both movement & attack actions) to a) Heal his Body to full or b) attack with double combat dice (punch only, no kick)

Just some thoughts...take 'em or leave 'em... ;)

Re: I was thinking about making a Monk hero class.

PostPosted: October 13th, 2008, 12:40 am
by Phoenix
...and if you don't use them, this would be an excellent point to use the Hero Combat Cards strictly for the Monk class. Perhaps even a modified version of it. Maybe as an advanced ability or slowly increasing the quantity of cards per quest (similar to my advancement system).





(As a side note, I'm not trying to pimp my advancement rules, I'm just using them as a reference point :geek: )

Re: I was thinking about making a Monk hero class.

PostPosted: October 13th, 2008, 1:12 am
by StreetDeacon
My one complaint would be that the brass knuckles are far too powerful against a single enemy (considering what they are - as powerful as a battle axe?),



Yeah about the brass knuckles, I could just drop it all together. I guess I made them higher damage cuz of the fact the monk was a martial artist. Of course why buy them when you can save more and get the arnis sticks. I was thinking of a monk only staff that does more damage than the wizards staff. Also, theres always nun chucks :lol:

One guy thought my initiative ability was broken, and that her body points were too high. It was on the gameboardgeeks site. I'd post a link to the thread, but that site is down right now. I think I will drop her body points to 6, but I want to test the initiative ability out before dropping it. I think he misunderstood what I was trying to do. He thought the monk was to roll for initiative during every monsters turn. That's not what I meant. Basically, she can only do it one time, to one monster during a battle. And it's a 50% chance anyway.

As for the other abilities, I meant for those to be learned WAY down the road, when the quests get harder. If I even use them at all, I think I'll add ablities for the other heroes to learn. Like shield bash for anyone with a shield, or maybe even dual wield.

Anyway, thanks for the compliments guys. And drathe, good idea on making the kick able to reach diagonally.

Re: I was thinking about making a Monk hero class.

PostPosted: October 13th, 2008, 1:17 am
by StreetDeacon
Phoenix wrote:...and if you don't use them, this would be an excellent point to use the Hero Combat Cards strictly for the Monk class. Perhaps even a modified version of it. Maybe as an advanced ability or slowly increasing the quantity of cards per quest (similar to my advancement system).





(As a side note, I'm not trying to pimp my advancement rules, I'm just using them as a reference point :geek: )



Phoenix. Good ideas. I'll consider them.

As for "pimping" your rules, I'm all for new ways to play. Could you post a link? I'd like to see them. The monk might fit in better on your system.

Re: I was thinking about making a Monk hero class.

PostPosted: October 13th, 2008, 1:33 am
by StreetDeacon
It was on the gameboardgeeks site. I'd post a link to the thread, but that site is down right now.


OK. It's working now. Heres the link to the discussion on gameboardgeeks site...

http://www.boardgamegeek.com/article/2722797#2722797

Re: I was thinking about making a Monk hero class.

PostPosted: October 13th, 2008, 1:43 am
by Phoenix
http://heroquestbyphoenix.yeoldeinn.com/books/MIB.pdf

that should get you there. If not, click on the link in my signature and scroll down