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 Post subject: New class: Monk/Martial artist
PostPosted: Wed Nov 01, 2006 11:54 am 
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Joined: Sat Aug 24, 2002 6:56 am
Posts: 1858
Code:
Amateur   - dagger                           staff
            self defense                     awareness
Novice    - dirt kicking                     brawling
            dodge                            kick   
Initiate  - fast healing                     trip
            defense                          second attack 
Apprentice- enhanced damage                  takedown
            endurance                        roundhouse kick   
Journeyman- grapple                          punch technique
            parry                            third attack
Veteran   - lock                             bow
            escape                           rescue
Expert    - fists of fury                    break
            eye gouging       
Mentor    - choke                            bad dubbing


I want player input on some of these things, I'll be posting the helpfiles for some of the new skills and their affects shortly. What this is though is a melee character for more advanced players, or if you want to look at it another way, a class that takes a bit more thought to play on the front lines.

If there are any ideas that could improve the class then put them forth or if you think there is a way to improve or nerf a particular skill, put that forth as well.


Code:
[Skills help] awareness

Automatic

So long as the monk is aware of the combatants in the field the monk
receives a bonus to armor class much like an armor spell.  This bonus
grows as the monk gets stronger, but if the monk should ever become
unable to see the bonus is negated.  This includes blindness, dirt kicking
and areas that are too dark for the monk to see in.  It is also
disabled while grappling.


Code:
[Skills help] defense (lack of a better name)

Automatic

The monk is trained to block incoming blows with their arms or legs or
almost any part of their body.  This affect is limited to melee combat
only.  The deflection of projectiles with this method is impossible.


Code:
[Skills help] takedown

Syntax: takedown <victim>

Any monk so trained can drop their enemy to the ground using any
method available to them.  This puts an enemy into the {prone} position
where they are vulnerable to being grappled or the monk can use any
number of techniques on them.  This effect without grappling is only like a
 normal trip, and the opponent can recover after so long.  Of course, the
chance of failure is always there.  A monk can only takedown an
opponent that is within melee range.


Code:
[Skills help] roundhouse kick

Syntax: roundhouse <victim>

For fanboys and fangirls everywhere, here is a more powerful kicking
skill.  A well placed roundhouse kick can cause serious damage to an
opponent, moreso than a normal kick.  These kicks have been known to
hurt even through the heaviest of armors


Code:
[Skills help] grapple

Syntax: grapple <victim>

After successfully taking an opponent to the ground a monk can choose to
grapple with an opponent.  Once grappling an opponent their ability to
attack is restricted and their movement is quickly drained.  In this
position the monk gains the options to do the most damage to an
opponent but is restricted in doing only those things to that opponent. 
Both the monk and victim lose the ability to dodge attacks.  While a
monk is grappling an opponent, he must focus on that opponent
and therefore does not receive the bonuses he normally does with
awareness.


Code:
[Skills help] punching technique (really lack of a better name)

Automatic

This skill allows monks three unarmed punches.


Code:
[Skills help] lock

Syntax: lock <victim>

When successfully grappling an opponent the monk may put the opponent
 in a submission move.  This will slowly drain the victim's PE the longer
the monk holds it.


Code:
[Skills help] escape

Syntax: escape

A trained monk can use this ability to escape a grapple if he is placed
within one.  As it is disadvantageous to be placed in a grapple this is the
option of most monks.  This skill can be used to escape another monk's
grapple or to release your own on a victim.


Code:
[Skills help] fists of fury

Automatic

This skill would allow four unarmed attacks, the pinnacle of unarmed
fighting.


Code:
[Skills help] break

Syntax: break right leg
        break left leg
        break right arm
        break left arm

After having successfully grappled an opponent, the monk may elect to
break a specific limb of the victim.  Either the right leg, left leg, right arm
or left arm.  This will cause the limb to become mangled and useless.


Code:
[Skills help] eye gouging

Syntax: gouge <victim>

A monk must be unarmed and the victim must be within reaching distance
 of the monk for this skill to work.  Once successful the skill impedes the
vision of the victim for a certain amount of time.  It is not required to
grapple an opponent to use this skill, however it is only useful in close
quarters.


Code:
[Skills help] choke

Syntax: choke <victim>

One of the deadliest submission moves at the monks disposal.  If a choke
 is applied the victim will sustain massive damage until the choke is
released.


Code:
[Skills help] bad dubbing

Automatic

All monks suffer from terrible dubbing and their lips move with no sound
coming out, and often times their mouth movements do not match what
they are saying


Last edited by Cyra on Thu Nov 02, 2006 9:56 am, edited 18 times in total.

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 Post subject:
PostPosted: Wed Nov 01, 2006 12:31 pm 
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Joined: Mon Nov 29, 2004 10:53 am
Posts: 1786
takedown + break 'right arm' = unable to use weapons. So you basically want someone you can powergame with, eh?

Add in lightning fists and what? Get 8 swings a round and the ability to disable people? Sounds a bit twinked to me. Add haste on top of that? So you can get what... ten? Eleven?

You also forgot a desc for eye gouging, but I can imagine what that would be like.


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 Post subject:
PostPosted: Wed Nov 01, 2006 12:46 pm 
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Posts: 1858
You'd have to enter a grappling state to break their arm, at which point the monk is vulnerable to outside attacks since they can no longer dodge.


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 Post subject:
PostPosted: Wed Nov 01, 2006 12:49 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
God...damn. Can you guys stop using the freaking code tag?

As for input...monks should be able to use swords, and spears. I wouldn't give them dagger, though. And this sounds more like a wrestler than a monk.


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 Post subject:
PostPosted: Wed Nov 01, 2006 12:54 pm 
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Joined: Sat Aug 24, 2002 6:56 am
Posts: 1858
The code tag does what I want it to do, insert breaks and keeps the post tidy. In my opinion it makes it easier for one to spot material and groups such material together allowing for it to be read easily.

As for the wrestling aspect, have you ever heard of the styles of judo and jujitsu? Those guys easily destroy people who only have arm and leg work.

Dagger is there because Dulrik wants every class to begin with a dagger. Staff and bow are just alternatives to fighting as I wanted to emphasize the unarmed aspect of fighting. The monk will never have the skill in weaponry that other classes do. And that's the point, they're supposed to focus on punching/kicking/grappling.

EDIT: On further inspection the forums are [REDACTED] up the barrier themselves. I cannot help it, and it's a problem with the forums. The only thing I can suggest is to change your theme from SK to subSilver.


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 Post subject:
PostPosted: Wed Nov 01, 2006 1:09 pm 
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Joined: Mon Nov 29, 2004 10:53 am
Posts: 1786
Cyra wrote:
EDIT: On further inspection the forums are [REDACTED] up the barrier themselves. I cannot help it, and it's a problem with the forums. The only thing I can suggest is to change your theme from SK to subSilver.


Or turn them to quotes instead of code tags.

And I use subSilver myself.


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PostPosted: Wed Nov 01, 2006 1:10 pm 
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It doesn't matter, it seems to be a thematic problem. It was tested with the quotes and it still breaks the buffer. That's for another thread, though.


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PostPosted: Wed Nov 01, 2006 1:32 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1082
Location: DC
I've seen the takedown/grapple idea on other muds. It sucked. In a game like SK it'd suck even more, let alone imagine the stuff to be done to balance ground fighting.

Sorry, kthxno.


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 Post subject:
PostPosted: Wed Nov 01, 2006 1:37 pm 
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Joined: Sat Aug 24, 2002 6:56 am
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I've already taken the time to balance out ground fighting. It's only useable on one opponent. It leaves the monk quite open. XXX amount of buddies could just walk up and rape him.

I do think some things need modified but I'm too tired to do it right now.


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PostPosted: Wed Nov 01, 2006 1:46 pm 
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Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
Quote:
On further inspection the forums are [REDACTED] up the barrier themselves. I cannot help it, and it's a problem with the forums. The only thing I can suggest is to change your theme from SK to subSilver.


If you -must- use code, then you should add the appropriate carriage returns. Nobody's going to have a problem with 80-character lines. Almost nobody is going to read the actual mess you left.

I'd also note a hand-to-hand fighter doesn't fit in SK on two grounds. First, it's too similar to the Fist cabal. Second, hand-to-hand martial arts only flourish in areas that restrict weapons. (A sword is a lot easier to harm someone with than a fist.) We don't see such restrictions in SK's kingdoms. Try a special combat style focused around a weapon instead.


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