Monks and Guardians

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Dimirag
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Re: Monks and Guardians

Post by Dimirag »

Pirate GM13 wrote: Tue Jun 08, 2021 8:01 am So, I did an experiment : I ran a combat simulation for each level of monk and each level of guardian. These were done alone and then with the party.
The Monk died at level 4, then again at level 7, and finally at level 13
The Guardian died at level 2, level 4, level 9, level 13, and level 19
The Monk's party died at level 8 and level 14
The Guardian's party died at level 2 and level 13.
I wonder why they kept dying at level 13? Does anyone have an answer for this?
Compare their equipment and special abilities to see if how each class stands against the other.


BTW: Your R2 file says "r1" on its tittle
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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Pirate GM13
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Re: Monks and Guardians

Post by Pirate GM13 »

Dimirag wrote: Tue Jun 08, 2021 1:26 pm
Pirate GM13 wrote: Tue Jun 08, 2021 8:01 am So, I did an experiment : I ran a combat simulation for each level of monk and each level of guardian. These were done alone and then with the party.
The Monk died at level 4, then again at level 7, and finally at level 13
The Guardian died at level 2, level 4, level 9, level 13, and level 19
The Monk's party died at level 8 and level 14
The Guardian's party died at level 2 and level 13.
I wonder why they kept dying at level 13? Does anyone have an answer for this?
Compare their equipment and special abilities to see if how each class stands against the other.


BTW: Your R2 file says "r1" on its tittle
Whoops gotta fix that :lol:
Is it the dice against you or you against the dice?
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Pirate GM13
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Re: Monks and Guardians

Post by Pirate GM13 »

Alright, R3 has been uploaded!
What has been added:
How monks prepare their spells
Monk Guidelines
What has been fixed:
Instead of saying Release 1 it says Release 3

I plan on fixing the HD for Monk in R4... Anything that needs attention when I do come around to R4?
Is it the dice against you or you against the dice?
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Dimirag
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Re: Monks and Guardians

Post by Dimirag »

I always find weird monks being able to cast divine spells by meditation, maybe they should cast "Monk" spells, with their own list (maybe taking some MU's spells) and being granted thru spiritual enlightenment or with the connection with some high spirits...

The file says "Synergy" as if it should have some special meaning or mechanic attached rather that just being "at the same time" or "in combination".

Feel free to erase my r1 file from your post as now its obsolete.
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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Pirate GM13
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Re: Monks and Guardians

Post by Pirate GM13 »

Dimirag wrote: Fri Jun 11, 2021 2:19 pm I always find weird monks being able to cast divine spells by meditation, maybe they should cast "Monk" spells, with their own list (maybe taking some MU's spells) and being granted thru spiritual enlightenment or with the connection with some high spirits...

The file says "Synergy" as if it should have some special meaning or mechanic attached rather that just being "at the same time" or "in combination".

Feel free to erase my r1 file from your post as now its obsolete.
Question : Would having their own Monk spells be changing what class they're based off of?
Is it the dice against you or you against the dice?
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Dimirag
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Re: Monks and Guardians

Post by Dimirag »

There are several sub-classes that have their own spell list, druids have their own spells also. They are still sub-classes.

The fey-mage and healer are both sub-classes with some twist on their spellcasting methods.

To me, a sub-class is more than the spell list it has access to or the mechanics its uses, is about the concept and niche.
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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Pirate GM13
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Re: Monks and Guardians

Post by Pirate GM13 »

Aaaand R4 has been uploaded!
What's new:
Changed Monk HD
Gave Monks a spell casting list (with some new spells in there)
What I am considering to change:
Removing either Chi Flow or both Earthen Guard and Light Movement now that monks have their own spell list. This is the main thing I wanted to discuss with you guys.
Adding a 4th ability to the guardian: Break, which has a chance to break a creature's bones and deal damage if done correctly
The Soul Search spell may need to be changed so people can actually understand what it does.

Also, could some one do the correct format for the spells and spell list? I still have no idea of the correct format...
Is it the dice against you or you against the dice?
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Pirate GM13
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Re: Monks and Guardians

Post by Pirate GM13 »

OK, so after I finish the next release I think it will be "done".
I haven't been working on this for a while, so anyone spot a mistake or something that can be fixed?
Is it the dice against you or you against the dice?
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PerformanceChecks
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Re: Monks and Guardians

Post by PerformanceChecks »

Both files seem to be in odt format? Is this intentional or a classic case of the mis-click?
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Pirate GM13
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Re: Monks and Guardians

Post by Pirate GM13 »

PerformanceChecks wrote: Fri Jul 30, 2021 1:11 pm Both files seem to be in odt format? Is this intentional or a classic case of the mis-click?
Whoops, didn't notice that :shock:
Is it the dice against you or you against the dice?
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