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Re: [DL] Martial Artists[Fred or anyone interested in d20 questions]




On Friday, May 24, 2002, at 09:56  AM, Clint Black wrote:

>
> I would not go with the straight monk class, the DL martial artist is 
> just
> different.

Yup. The Monk in D&D started as, i think, a Friar Tuck sterotype, went 
through some evolution as an eastern mystic, and has now become 
something relatively unique. Who says D&D doesn't innovate?

(Not that, as a former fan of Spelljammer, Dragonlance, Planescape, etc. 
I didn't already think they did!)

> First, instead of "The Great Maze" as someone suggested, I would 
> recommend
> picking up "Hexarcana."  In addition to the Martial Artists, you get 
> Voodoo,
> Metal Mages, and expansions on the other Arcane character types.

I think The Great maze was suggested because of background, more or 
less. unless the campaign takes place there, however, I'd agree that 
Hexarcana contains the better rules.

> I would start with the monk BAB, Hit Die, and Saves.  I would make their
> special powers a combination of a list of Bonus Feats and actual Chi 
> powers.
> If you have it or can borrow it, you may want to look at the Star Wars
> Revised Edition RPG.  Since it's not OGL, you can't just use its 
> content,
> but it should give you a good d20 reference by basing your Martial 
> Artist
> abilities off of the Jedi powers.

That could work... I really like the special MA flaws, though.

Also, while no OGL means that distributing rules isn't allowed, can WotC 
really tell you you can't mix games in the privacy of your own home?

> Hope this helps and I'm one for seeing the finished product.  :)

Wouldn't mind. I guess MA's aren't being brought over to D20?

--
Brett

LORD, WHAT CAN THE HARVEST HOPE FOR, IF NOT FOR THE CARE OF THE REAPER 
MAN? (Reaper Man, Terry Pratchett)