Post/Author/DateTime | Post |
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#1evilrafaelJan 14, 2004 9:22:49 | Hey guys, what happens to a thri-kreen monk? Can he really use his four arms with bonus unarmed damage? |
#2elonarcJan 14, 2004 9:31:19 | Same question concerning Thri-Kreen rogues and four sneak attacks while flanking. Can they really do that? The ECL seems a bit low for that and they already monstrous humanoids with good BAB and saves. |
#3dawnstealerJan 14, 2004 9:52:11 | GMs decision, in my opinion. Want to go all out? How about a kreen with four tortoise blades? Or four bastard swords? In my games, a player would have to take ambidexterity twice. Thankfully, since the advent of Savage..., this is no longer necessary. They need to take multiattack (? think that's the title; if not, it's close). This allows them to use their extra arms. Otherwise, it's just like you or I using our off hand. Sneak attacks? I think you only get one: once you're stabbed, you're no longer sneaked, so the damage bonus would only be applied to one attack (again, in my opinion - but I've been a GM for LOOOOOOOONNNNNG time). |
#4nytcrawlrJan 14, 2004 11:36:18 | You are correct, you cannot sneak attack more than once per round on any one target, unless there is a feat or something out there that breaks this. |
#5jon_oracle_of_athasJan 14, 2004 11:54:03 | The one sneak attack is a hold-over you two have from 2nd edition. Sneak attack applies while a target is flat-footed or flanked, and may be added more than once per round. Thus a thri-kreen rogue kicks tembo hide. It also grossly violates DS flavor. A thri-kreen monk would get the increased damage for all his claw attacks. Another argument for not having an athasian monk. |
#6gabJan 14, 2004 11:55:32 | Er, check the main D&D FAQ on the Wizards' site: http://www.wizards.com/default.asp?x=dnd/er/20030221a You can sneak attack more than once... From FAQ Note that in earlier versions of the game only the first attack a rogue made in a round could be a sneak attack. That is no longer the case. |
#7evilrafaelJan 14, 2004 13:36:47 | I decided to let the players use monks in Athas because in my opinion it still has a lot to do with Dark Sun: the lack of good weapons, the hazardous environment, the many tribal and different cultures... a lot to explore and to give reason to a monk. About monks: humans have only two arms, but who said a human monk will only use his arms? Why can't they use their feet, elbows or whatever? Answer is: they can. And in order to use his monk attacks, PHB pg 41 says "there's no such thing as an off-hand attack for a monk striking unarmed". Yeah, if you wanna use lots of attacks, there's flurry of blows: two attacks in 1st monk level, three in 8th lvl, four on 11th lvl.... I think that should happen to kreens as well. They still can use their spare claws as a secondary natural weapon attack, -5 to attack rolls, etc. causing 1d4 damage. |
#8nytcrawlrJan 14, 2004 13:36:48 | Originally posted by Gab Don't see that in there at all, but I'll take your word for it. |
#9nytcrawlrJan 14, 2004 13:40:16 | Originally posted by evilrafael I agree, but I'm done arguing trying to get it in as a core class. My advice to you is change the flavor a bit where the abilities they get are more psi in flavor and less magic in flavor. Other than that, I have no problem with the monk whatsoever in Athas, no matter what race you take with it. About monks: humans have only two arms, but who said a human monk will only use his arms? Why can't they use their feet, elbows or whatever? Answer is: they can. And in order to use his monk attacks, PHB pg 41 says "there's no such thing as an off-hand attack for a monk striking unarmed". Yeah, if you wanna use lots of attacks, there's flurry of blows: two attacks in 1st monk level, three in 8th lvl, four on 11th lvl.... I think that should happen to kreens as well. They still can use their spare claws as a secondary natural weapon attack, -5 to attack rolls, etc. causing 1d4 damage. Not sure that is fair with the LA of kreen and all, but that's one way of tweaking it down some. |
#10zombiegleemaxJan 14, 2004 13:56:51 | ok lets throw this twist in... How does the TK ranger progression go...would it be ambi or multi dex path? |
#11dawnstealerJan 14, 2004 14:12:40 | I believe this will be one of those times when my house rules overrule the official doctrine. |
#12dawnstealerJan 14, 2004 14:25:18 | On to the topic of monks, they are mentioned in City State of Nibeneay from Ivory Triangle. They do exist on Athas. Period. Now how you want to incorporate them into your campaign is another question. I have strict requirements to get in (must be human, elf, or 1/2 elf - kreen do not have the mental discipline to be a monk). Basically, use what you think would be fun and not overpowered. |
#13evilrafaelJan 14, 2004 14:30:00 | Yeah and may Hextor bless house rules! By the way, good question regarding the kreen rangers. Again, I don't a have a good answer (ugh I hate these four-armed guys, because I hate unbalanced games!) |
#14evilrafaelJan 14, 2004 14:33:52 | Hey! Not letting kreens be monks solves it all! May Hextor bless tabletop tiranny! :D Seriously, those insects can't really be of just any class. Depending on the situation, it wouldn't be fair to the other players -- this includes the monk situation..... I think. |
#15dawnstealerJan 14, 2004 14:46:11 | I would only allow a kreen (alignment usually being CN) to be a monk (and L alignment). Kind of counter to the whole thing. Add to that that kreen are real rare in the cities, and so on, and the deck is stacked against our fine, chitinous friends. I'd allow dwarven monks, but NO kreen monks. No. No, no, no. |
#16nytcrawlrJan 14, 2004 15:17:28 | Originally posted by Dawnstealer As far as multiple sneak attacks toward one target in a round? I agree. I recall reading somewhere that only one got through in a round, whether the target still lost his Dex or was flanked or not. I think the feat was called manyshot from the epic handbook. Course I haven't read the errata much, so maybe they changed that for 3.5. I think allowing multiple sneak attacks on one target in a round with anything is too much and should be a feat or something to allow this instead. Esepcially with the nasty rogue combos I've seen in my group. |
#17nytcrawlrJan 14, 2004 15:18:59 | Originally posted by Dawnstealer There are also several snipets here and there about other monk convents around Athas, a few point to being Villichi in origin. So as far as I'm concerned, monks should be on Athas. Not even counting the fact that Brown and Denning both wanted monks in the campaign setting but weren't allowed to due to legal restraints, which was for all of T$R. So there you have it. Still anxious to see what PsiHb 3.5 has in store for a psi-monk type. |
#18nytcrawlrJan 14, 2004 15:24:20 | Originally posted by evilrafael I personally think that is unfair, and if you want to balance kreen out more raise their LA by 1, which is what it should be anyways IMO. |
#19KamelionJan 14, 2004 16:06:47 | A player in my DS game (umm, the two-suns guy again - getting a lot of press tonight) has a kreen with 2 levels of fighter who has just taken a level in monk (except he calls himself a thri-cho...). I'm wondering myself how this will pan out, especially in combination with feats like Multiattack and Improved Natural Weapon etc. The whole game has a big "playtest" sticker on it, though, so I'm game for a laugh - we'll see how it goes ;) |
#20zombiegleemaxJan 14, 2004 17:35:02 | Its a moot point since there are no monks in Dark Sun (thank god..er the elements) so thri kreen cannot become one. |
#21dawnstealerJan 14, 2004 17:54:06 | Its a moot point since there are no monks in Dark Sun (thank god..er the elements) so thri kreen cannot become one. Ha! You are wrong, poo-tosser! Seriously, it's in the Ivory Triangle expansion, and Nyt's right in the fact that the Villichi (which he's writing a pretty good expansion on, by the way) also practice something that sounds suspiciously like a monk (or psychic warrior. Kreen could conceivably be monks, but I'd try to discourage. What all DnD games come down to is this: is it fun? Will your players enjoy it? Does it make sense for your campaign? If the answer to these questions is "no," as it applies to your gaming group, then don't use that rule/race/class/etc. If you want to have spacefaring giant space hampsters land on Athas and take over as sorcerer kings, more power to you. That doesn't mean the rest of us will, but who cares? When TSR stopped making DS, the doors were thrown open. Burnt World is a guide, a starting point, and a good one, but this is no longer an "official WotC Sponsored World." Have fun with it and damn the critics. |
#22nytcrawlrJan 14, 2004 18:03:20 | Preach on my brother! |
#23zombiegleemaxJan 14, 2004 22:00:54 | Originally posted by NytCrawlr Manyshot allows you to shoot multiple arrows with a single shot from a bow (Legolas does this a few times in the LOTR movies, firing two arrows at once). One of the limitations on the feat is that 'precision-based' damage (frex, sneak attack) is only applied to the first arrow. There was a similar limitation on 3.0 shuriken, which could be thrown three per attack. But that limitation is a special case that only applies when using Manyshot. There's never been a limit on the number of sneak attacks per round that can be made with normal attacks, in 3.0 or in 3.5. While a flanking rogue can cause a lot of damage that way, it's balanced by the rogue's lack of HP and AC. And you can't flank with a missile weapon. |
#24zombiegleemaxJan 14, 2004 22:07:59 | Originally posted by NytCrawlr It's on page 9 of the 3.0 FAQ, specifically the first two rogue questions. Whenever a rogue attacks an opponent that the rogue flanks, or who is denied a Dexterity bonus to Armor Class (such as when caught flat-footed), the rogue's attack is a sneak attack. It makes no difference how many attacks the rogue makes or whether the opponent is aware of the rogue or not. (Note that opponents who are not subject to critical hits, such as constructs, elementals, oozes, plants, and undead, are not subject to sneak attacks.) Note that in earlier versions of the game only the first attack a rogue made in a round could be a sneak attack. That is no longer the case. |
#25xlorepdarkhelm_dupJan 15, 2004 0:09:22 | Originally posted by evilrafael I dunno. In my campaigns, my players and I have come to the realization that Level Adjustments really suck. A LA of just +1 means that you have 1 less HD of hit points to survive off of. That can be the difference between surviving the infamous tembo attack or becoming a tembo milkbone. Heck, two of my players adamantly refuse to play any race which has a Level Adjustment of any kind. Of those two, one refuses to play a race that has racial/monster HD's of any kind, preferring to get the full range of advantages from a specific class over the advantages from racial HD. Of the others, one plays a decent Thri-Kreen, and yes, he was a blender in combat (he had a Gythka in 2 hands, and a Chatkcha in each of his other hands; his character was a Ranger). While another player played a Half-Elf Psychic Warrior who wielded a 2-handed weapon (crystal 2h sword, which I had allowed for the purpose of allowing the development of a Psychic Weapon Master, plus the weapon list for DS3 wasn't complete when we started out) When push came to shove, the two of them dealt the same amount of damage each round, the difference was that the Half-Elf did it in a substantially fewer number of dice rolls than the Thri-Kreen. In other words - they were quite balanced in the game. |
#26dawnstealerJan 15, 2004 1:00:03 | One of my players that was famous for this sort of thing decided he wanted to run a game. To give him a taste of what he'd put me through, I went with my example above: kreen with four tortoise blades. Nasty. |
#27zombiegleemaxJan 15, 2004 2:32:30 | [snip] . . .attack or becoming a tembo milkbone. I love it! I dunno. In my campaigns, my players and I have come to the realization that Level Adjustments really suck. Several players I've got have had complaints about the LA's as well, not neccessarily that they're out of balance, but that they want to have the option (remember that whole options, not restrictions slogan) of using something akin to racial levels ala Arcana Unearthed or Savage Species. I've got both but have yet to sit down and give the idea more than a cursory thought (having sent enought time with my own racial creations rather burnt me out on the idea). |
#28evilrafaelJan 15, 2004 9:43:37 | I dunno. In my campaigns, my players and I have come to the realization that Level Adjustments really suck. A LA of just +1 means that you have 1 less HD of hit points to survive off of. That can be the difference between surviving the infamous tembo attack or becoming a tembo milkbone. Yeah, well, my players are still learning to deal with that. My favorite race of all times is Human, so I don't have to worry about it but some here are always on the lookout for flaws in rules, just to get a slightly (or greatly) better damage, better reach for critical hits, more spells, etc. It's usually all firstly about the damage, secondly about the number of attacks, and so on. All about hack'n'slash. That's why I prefer non-combat characters, mages or such but still I always have to be cautious for balance in my games... otherwise they try to take control of the game, and get bitter when they cannot. You'll say "ok, fine, if they want to kill the world god, just put in as many guards as to make them retreat". Yeah, but they say "how come they have so many 10th level guards ?!?!" When creating characters they want to overpower it, when talking of the dangers you'll set on them, they become "realistic" and ask that you be "logical" and "reasonable". It's all delicate. |
#29xlorepdarkhelm_dupJan 15, 2004 11:07:27 | Balance in my games is also pretty difficult. One of my players is an extra-ordinarily capable rules-lawyer (but then again, I'm also pretty fluent in the rules), we tend to be the GM/DM's for our games, with him tending to kill off the players habitually in his games, and I tend to follow an accelerated development rate for the characters, letting them level at usually 5 or 8x faster than the other GM/DM does. Another player is the penultimate min/maxking freak, who spends his spare time figuring out new ways to make the "best" (in his view) characters for whatever game we make. He's also probably the #1 reason that the games we play take soooo long - he cannot ever seem to make any decisions whatsoever. Yet, somehow he ends up being the "diplomat" character, or better yet, the occasional "leader" of a group. Yet another player is simply Lazy Man. He believes fully in the path of least resistance. If that means he lets others make his characters' decisions for him, so be it. He is frequently corrupted by the above min/maxer, and has been known to ignore the concept of roleplaying and focus on min/maxing when the other player is around. If the min-maxer isn't around, however, he's actually a very good roleplayer. He's so lazy, however, that he refuses to put up the effort to even remember the rules for the game he's playing. My next player is actually not all that bad, he tends to choose the big, hulking brute-like character (Half-Giant Brute is a popular choice for him in DS), but he also tries at other things occasionally, just to keep from geting in a rut. My last player has permanently sworn off the d20 System, and if he's around while the rest of us play D&D (or Star Wars, d20 Modern, etc), he hangs around and complains about everything he thinks sucks about the game system. He simply doesn't like the fact that he only rolls a single die to do everything (other than damage), and feels more comfortable playing games like Shadowrun or the World of Darkness games. |
#30dawnstealerJan 15, 2004 12:21:15 | For the record, SR only uses a d6. |
#31nytcrawlrJan 15, 2004 15:04:58 | Yeah, most games I have played only use one die, for everything, D&D has always been the exception to that. Not sure what he's smoking but he needs to share, heh. |
#32nytcrawlrJan 15, 2004 15:17:29 | Originally posted by MrSpatula Except that is 3.0 and not 3.5. No where in the 3.5 FAQ does it state this. Unless I'm blind, and that could be a possibility. :D |
#33xlorepdarkhelm_dupJan 15, 2004 16:48:36 | Originally posted by Dawnstealer Yes, and White-Wolf's World of Darkness series of games (Vampire, Mage, Werewolf, Wraith, Changeling, Mummy, etc., etc., etc.) only uses d10's. His issue is not only using one *type* of die, his problem is only rolling one *physical* die. He likes games where he rolls 2, 3, 5, 10, etc. dice (of the same type) for a check, not games where he rolls a single die and adds a bonus (like the d20 system). It's something that is rather funny when you think about it, but he's very particular on this one point. |
#34nytcrawlrJan 15, 2004 16:52:16 | Ok, my bad then. That's still damn funny though. |
#35dawnstealerJan 15, 2004 17:04:53 | I have a psychology degree; would you like me to talk to him? |
#36xlorepdarkhelm_dupJan 15, 2004 18:29:06 | Well, he's in Kuwaitt (sp?) right now, which is why the rest of us have been playing d20 games. He's not supposed to be back before May, but rumors aboud from him that they might be there until Feb of 2005. |
#37zombiegleemaxJan 16, 2004 2:17:49 | Originally posted by NytCrawlr Probably because they're no longer getting questions concerning changes between 2E and 3E... And it's not like the sneak attack description has really changed between 3.0 and 3.5. Aside from the 3.0 FAQ, there's nothing in the 3.0 or 3.5 books that says there's a limit on sneak attacks per round, therefore no limit exists. |
#38elonarcJan 17, 2004 4:50:09 | I suppose I will allow a thri-kreen rogue to make sneak attacks just with his "primary claw". The other three won't be able to do sneak attack damage. If it would be just for flat-footed opponents, I wouldn't mind, but just for flanking getting 4+ sneak attacks is too much in my opinion. Just my two ceramic bits PS: I'm a new Dark Sun fan, I love the game. Hello everybody! :D |
#39GrummoreJan 17, 2004 8:44:23 | Originally posted by Elonarc Welcome to the board Elonarc! The more DS lover we are the more ideas will appear as well ! |
#40zombiegleemaxJan 17, 2004 15:35:35 | Welcome Elonarc |
#41evilrafaelJan 17, 2004 22:55:06 | Welcome aboard Elonarc I'm new here too, we're just starting our first campaign, isn't that exciting I suppose I will allow a thri-kreen rogue to make sneak attacks just with his "primary claw". The other three won't be able to do sneak attack damage. Wait a minute. As far as I know, all the four claws are considered "primary" natural weapons, provided the kreen is not using any real weapon.... right? |
#42KamelionJan 18, 2004 1:31:01 | Hello and welcome Elonarc - hope you packed your sunblock |
#43xlorepdarkhelm_dupJan 18, 2004 3:11:54 | Originally posted by evilrafael True, but you could limit it to a simple 1 sneak attack per round rule if you so desired. The Thri-Kreen could have a sneak attack Bite for all that cares. Personally, I don't see it as that much of a problem. Compare a TK Fighter with a TK Rogue or even a TK Monk, they are balanced. Then compare a Level 1 TK Rogue with a level 4 Human Rogue, and you'd see that it's pretty balanced as well. Assuming they are comperably equipped. The TK Rogue could get more attacks in, but the Human Rogue would have more HP (most likely), another level of skills (plus extra skill points being Human), an Ability increase and an extra feat (once again, being Human). Don't compare a Level 1 TK Rogue with a level 1 Human Rogue, you wouldn't be comparing apples to apples, you'd be comparing grapefruits to grapes. Sure, they both have the word "grape" in it, but they aren't alike. And once again, I've had a player who was a TK Ranger, and he was very balanced with a Half-Elf Psychic Warrior (my other player). The TK used multiple weapons while the HE used a single 2H weapon. The difference was that the TK took much longer in combat due to making (at a minimum from the beginning) 5 attacks for every 1 attack the HE did. But they averaged the same amount of damage each round (the game stopped with them being somewhere around CL/ECL 27). |
#44evilrafaelJan 19, 2004 0:38:23 | That's fine, I just wanted to be sure about the correct four claws rule. One of my players is a TK, and I only allowed him to attack FOUR TIMES with the same bonus because I was told that was the "official" rule. Of course, I could see to it that it wasn't allowed if it felt unbalanced in our games, but then again, it's our first campaign, we're still playtesting. Thanks for the tips |
#45zombiegleemaxJan 28, 2004 22:44:25 | I might be forgetting (or it might have been changed when 2e was left behind), but I thought the kreen book said that kreen are mildly dominate on one side (left claws over right, or vice versa), and that the upper claws are primary over lower. I also don't think it made too much difference during a game, it was mainly for "my guy had one dagger. uhh, which claw is he holding it in?" |
#46xlorepdarkhelm_dupJan 29, 2004 0:16:36 | Originally posted by Hoondatha And in the d20 rules (3.0 or 3.5), a 4-armed character is treated as having 1 primary hand, and 3 offhands for weapons. Also, instead of Two-Weapon Fighting, they get Multi-Weapon Fighting. |
#47zombiegleemaxJan 29, 2004 7:27:35 | I'm curious, how likely is it that a thri-keen would join a monastary, they don't really live long enough, and have to much of a pack mentality to be searching for inner peace. I cant see them being to great at thieving anyway-too bulky, although I guess they have camoflague. |
#48KamelionJan 29, 2004 9:00:15 | I'm curious, how likely is it that a thri-keen would join a monastary, they don't really live long enough, and have to much of a pack mentality to be searching for inner peace. I cant see them being to great at thieving anyway-too bulky, although I guess they have camoflague. Monks don't need a monastery. Technically speaking (afaik) only cenobite monks live in communities. Anchorite monks are solitary (and the places they live are often known as anchorages). In England, the requirements for monkhood have been quite lax at times - for many centuries all you needed was to learn the Lord's Prayer and get a tonsure (that bald-patch haircut). Oh, and dedicate the rest of your life to God. That too. But you get the picture. Wandering kreen monks (colloquially referred to as "grasshoppers") seem fine to me... |
#49xlorepdarkhelm_dupJan 29, 2004 12:57:41 | The monk lifestyle could be an attempt by a Thri-Kreen to be able to overcome his pack mentality as well. |
#50kelsenJan 30, 2004 11:33:07 | A Thri-kreen Monk was presented long time ago at the "D&D fight club". Thri-kreen Monk... impossible you say? Just take a look: http://www.wizards.com/dnd/article.asp?x=dnd/fc/fc20010803a D&D Fight Club Kitzukhan: Thri-Kreen Monk By Scott Brocius |
#51zombiegleemaxJan 30, 2004 14:34:43 | Cool, but more so than the problem of four arms. There is also the problem that as Kreen have no armour, and have claws, the monk (while not neccessary better than say, a psionic warrior) is certainly a better option than a fighter. |
#52nytcrawlrJan 30, 2004 14:39:29 | I don't think any option overall is better than any other, just depends on what you want to play. Stop worrying about optimization all the time and just have fun with the character you want to play, heh. |
#53xlorepdarkhelm_dupJan 30, 2004 16:14:52 | Originally posted by leopardmessiah And you forget that a Thri-Kreen has 1 less HD than their human (or other non-LA races) equivalents, due to their Level Adjustment. As such, some might prefer the Fighter, which has a d10, rather than a d8 per level HD, as well as gets a +1 to their Base Attack Bonus, as opposed to the monk, which IIRC is actually more like a + 2/3 per level. Also, my players like the Fighter over any other melee class for the simple reason of personalization (can choose every feat however they want based on the large selection of "fighter" feats) and psycho-rapid feat development. They like the bonus feat every other level concept. Then again, my players also like the Wizard over the Sorcerer hands-down, so I've not had to worry about attempting to bring Sorc's into DS.... |
#54darthcestualJan 31, 2004 22:27:08 | I had incorporated the Monk class in an epic DS adventure, but what I had done was combine monks with the elemental clerics, so you could have some flashy Mortal Kombat type effects with a monk's chosen element. It was inspired by El Hazard and the priestesses of Mt. Muldoon. Toss in the kung fu flavor and it just seemed to fit in with the Dark Sun setting. My 2 bits |