Using NorthAmerican rules.
Counter Attack is perfect.
cynthialee wrote:For the Monk it is perfect and I think when ever the enemy rolls a Black Shield when they attack the Monk have opened themselves up to attack by the Monk equal amount of dice as Black Shields that were rolled in the monsters attack.
Its been a long time & was unaware the latter additions required weapons/armor stronger than a 4Att/5,6Def (standard weapons/armor of the game). i am cool with the Monk ending up with a 4Att & maybe 4Def, but you're thinking more?
Azure wrote:Also, keep in mind Monks know how to use combat staves (short, medium, long) and they might be granted the use of some bracers as well. With a good staff, the Monk could maybe reach 5 Attack Dice.
Oftkilted wrote:At a “high end” (IE past the base game, Kellar’s keep and RotWL) a defense under 5 or 6 will end up with them dying. (Or you’ll need a source of healing.) And probably be an unhappy experience for the player. And a max of 3 attack is also really low.
These are all amazing and will use them. I want to toy with idea of lowering the Monks Att & Defense dice & instead give him Body7 Mind4. Not sure yet though. Mine will be an alternate Dwarf "Heavy" player.
Azure wrote:- I would give the Monk an additional attack die if they ran (rolled a 7 or more) to get to the enemy (imagining a jump kick)
- I would say the enemy gets pushed back 2 squares if they fail to defend at all (like, zero black shields)
- The enemy gets pushed back 1 square if the Monk scores 2 skulls in any circumstance.
- Can pass through squares in diagonal during combat only (the diagonal spaces unoccupied by enemies)
- I would say 3 combat dice for defense, because he is very agile and knows how to block hits.
- Absolutely no armor maybe except bracers.
- I would say 4 combat dice for defense against the ranged attacks (arrows, slings, etc)
This is all completely bad ass &must be fleshed out. Torilen didn't you or somebody already put a list together about this? I swear I've seen it and it rocked.
torilen wrote:Create a set of "spell" cards for the monk. Base the martial arts moves/katas/maneuvers/etc. on
real moves. Perhaps one set of three could focus on only pressure points. Perhaps another set of
three could focus on only defense or offense - or perhaps you could split it into hand movements
and foot movements. Have a fourth set focus on the meditation aspect - gathering internal energies
to make a better attack or defense, run faster, get rid of poison. The monk would choose three sets,
just like the wizard.
This makes me change my mind about having him roll less dice while succedding Defense with BlacknWhiteShield. I'm ok with wizards cloak & Bracer or your options to keep with game consistency.
Kurgan wrote:
High defense explained by:
Martial Arts. He can block or dodge his opponent's strikes with high agility.
Maybe he uses his cloak to catch his opponent's blade or wave in their face to cause their strike to miss. Maybe he has a staff that he is particularly skilled with.
He might wear some kind of holy relic that gives him extra protection.
Maybe he blinds the enemy with holy light or burns incense that gets in their eyes.
Maybe his chanting creates visions that make him harder to hit.
For Fist Fighting I'm gonna use the rules listed here:
viewtopic.php?f=38&t=5518Super Saiyan Musashi wrote:I could see an Eastern Monk as having 2 attack dice with no weapons (advantageous in situations where heroes are captured and need to find their gear), and expandable to 3-4 either with mock "Level ups" or with Monk specific weapons like claws and knucks.
I especially want to explore "Like the Storm" where the enemy is stunned. Maybe an enemy losses an Attack or Defense Die for the next round if he rolls more WhiteShields than Black when defending but only one time per enemy? Idk, but it would be cool for the Monk to widdle an enemy down in movement or Attack/Def Dice.
Malcadon wrote:]
Ill stop here & look over the rest. Thank you all! I will be compiling all of this and put my Monk up.