02-11-2011, 01:21 PM | #21 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: High fantasy monk archetype recomendations
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There's one archetype that barely works with 250 points and really only starts working well at 300, and it's the Mystic Knight. At 250 points, you've got to be very very careful about where you spend your points. Once you get some more points, you get ER, higher skills to soak penalties (including the penalty to avoid spending FP), etc etc. |
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02-11-2011, 01:28 PM | #22 | |
Join Date: Aug 2004
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Re: High fantasy monk archetype recomendations
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02-11-2011, 05:05 PM | #23 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: High fantasy monk archetype recomendations
I'll do a simplistic breakdown of 3.5 the most iconic (IMO) monky stuff translated to GURPS (spirit, not letter, with the assumption that you'll only take what you need now and buy more later).
Improved Unarmed Strike: This is some version of Striker, probably Blunt, Cutting, Impaling or Piercing (depending on how deadly the secret techniques are!). You should also buy Ambidexterity, or a 'Off-Hand Weapon Training (Karate)' Perk. Yes, Perk, not Technique (long story). Stunning attacks: either an Affliction (-30% or so for being a mêlée attack instead of a projectile), or simply attacking the Vitals/Head/Brain locations. Extra unarmed strike damage: levels Striking Strength (approximately -60% cost: only for Karate/Strikers & Kicks/etc.). Flurry Of Blows: This is done with using either Rapid Strikes or Dual-Weapon Attacks (these are specific ways of performing attacks). Having the Trained By A Master advantage improves the former (and lots of other stuff, but it costs a whopping 50 points), while the Dual-Weapon Attack (Karate) Technique improves the latter (and costs a modest 5 points). Another option is Extra Attack, but you shouldn't even think about it early on. AC Bonus: Acrobatics skill can be used for +2 to dodges (if you roll well); Retreating (stepping back when dodging) gives another +3. You can buy levels of Dodge for 15 points, but might want to just buy whole levels of increased Basic Speed for 20 points. Still Mind: buy levels of Mind Shield. Purity Of Body: Resistant (Nonmagical disease, Complete Immunity). Tongue of the Sun and Moon: Cosmic Modular Ability (-50% cost: languages only) is the easiest way for now. |
02-11-2011, 09:44 PM | #24 | |
Join Date: Feb 2011
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Re: High fantasy monk archetype recomendations
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EDIT: I'd especially like to thank Dr. Kromm for weighing in on the issue. Never thought I'd get a mini celeb (at least in this circle) to comment! Last edited by RussellChamp; 02-11-2011 at 09:57 PM. |
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02-11-2011, 10:57 PM | #25 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: High fantasy monk archetype recomendations
I would also point out that the D&D monk is not a purely unarmed fighter, but rather a specialist in both unarmed and vaguely-Asianish-exotic-weapons. If you wanted to emphasize that (and get a little better performance against armor to boot) you could go with Weapon Master (Monk Weapons) instead of Trained By A Master.
Shut up Firefox, I know Asianish isn't a word!
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
02-11-2011, 11:08 PM | #26 | |
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Join Date: Oct 2007
Location: Europe
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Re: High fantasy monk archetype recomendations
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Also, Molokh left out the drastically increased movement capability of the D&D3 Monk class. For starters, a level or to of Increased Move should be purchased, at 5 CPs per level. Later Enhanced Speed (Ground) should be bought. The later can take the -10% Chi power modifier, and it might be possible to put that on Increased Move as well, although then it should be purchased in increments of 2 levels, so that the PM actually reduces the cost (4.5 CP rounds up to 5). |
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02-11-2011, 11:32 PM | #27 | |
Join Date: Nov 2009
Location: Oregon
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Re: High fantasy monk archetype recomendations
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02-11-2011, 11:35 PM | #28 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: High fantasy monk archetype recomendations
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The bigwigs in charge of GURPS never let a silly thing like the gaming business get in the way of the business of being gamers.
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02-12-2011, 03:04 AM | #29 | ||||
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: High fantasy monk archetype recomendations
Molockh, your GURPS-fu is weak!
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I've been burnt off trying to play monks in a 3.5 game, does it show? |
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02-12-2011, 03:17 AM | #30 |
Join Date: Nov 2009
Location: Oregon
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Re: High fantasy monk archetype recomendations
Ah, I guess most of my 3.5 experience is from games like Neverwinter Nights, which let Monks purchase enchanted Gauntlets for to-hit and damage bonuses, and special damage effects like burning/freezing/lightning. I forgot that those aren't RAW D&D. The one time I played a Monk in tabletop D&D, I went the Monk/Kensai prestige path, which let me "Enchant" my fists (to a max of +10, though I never reached that level in it).
Last edited by vierasmarius; 02-12-2011 at 03:21 AM. |
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gurps 4e, monk |
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