Part 1 of response to Dreams' post
Dreams wrote: ↑Wed Apr 12, 2023 8:12 am
Fantastic post, everyone should read it
Hi Dreams,
I've been meaning to respond to your post for a while now and have finally had the pleasure of getting to it. But first I wanted to thank you for being a part of the discussion. I assume you can read Mandarin Chinese. If it is not a language you are proficient in, I apologize in advance. My response to your post has some roots in Mandarin Chinese that I feel are required for discussion and clarity (for whoever else is also reading my wall of post).
Dreams wrote: ↑Wed Apr 12, 2023 8:12 am
It might be better to think about aligning whatever abilities along with the setting itself and how monks are portrayed through the Forgotten Realms specific to some of the orders. Enlightenment for different monk orders means different things. A few examples and why I think they're great:
You can apply a great deal from the monk orders of the Forgotten Realms, since they are the famous and well known ones across the realms. It makes sense, therefore, for characters to have learned from them. It also makes sense for characters to learn within an order and then choose to leave it in order to find their own path.
Something I should have clarified first (which, I admit, wasn't clear even to myself until I had time to reflect upon it) is that the real-life inspiration for monk design is mainly for the mechanics of the class. The new feats and abilities will attempt to introduce as little to no new lore as possible to the setting.
The players can then mix and match whatever mechanics they see fit to the particular Order of Monks in the Forgotten Realms lore. While it is impossible to cater to every single concept's needs, this way, players have more agency when it comes to building their characters.
We have precedence for this, and that was the True Flame path (predecessor of Invokers) - following TF's naming convention, it introduced (lore-wise very incorrect) mechanical Sorcerers that would call themselves True Flames when the setting's True Flames are a brotherhood of wizards that utilizes flame magics to hunt down flame sorcerers. The irony, right? Hence, the name changed to True Frost before the path was ultimately repurposed to Invokers.
There is also nothing wrong with the design approach of using paths and predetermining the mechanics of a particular order of Monk. Still, at the same time, we would have to design each of them to a lesser degree of efficiency while limiting the roleplay potential. It's the main reason I went with the modular approach instead.
I can, however, understand the degree of wariness to real-life inspiration as it may inadvertently be seen as an invitation for players to use RL lore to substitute the server's setting at times. The modular approach also increases the difficulty of building and learning the class by quite an order of magnitude. Those two are something we also want to avoid.
Something to be done here is to make the intent of the design very clear and that a list of Monk orders should be listed along with monk rework. And perhaps a suggested build path/adjusted engine-recommendation button specific to each order without players having to adhere to it entirely.
Dreams wrote: ↑Wed Apr 12, 2023 8:12 am
- The splitting of Mind/Body/Spirit and Martial as disciplines? It is strange to consider these things separate because they're all the same goal. Martial is tacked on at the end, but really it is more the method of achieving the others when considering martial monks.
Yes. In the end, these disciplines are perhaps the same thing to an individual, but the paths that lead to the same destination can often vary. The split up of disciplines reflects the different paths one takes, both literal and metaphorical.
I came to this particular understanding through the studies of physics. There exist many subfields of physics: condensed matter, astrophysics, nuclear physics, quantum physics, optics, electromagnetism, string theory, thermodynamics, and many more- to some physicists (mainly my advisor from back when I was still in graduate school), they are all, in fact, often a representation of the same thing. It is through bureaucracy that many of these fields are split.
My advisor loved to talk about nucleus forces and mention that it combines nuclear physics, quantum mechanics, and astrophysics. He emphasized these fields very often reflect the study of the same natural phenomena, even though they were split between different fields.
But the split is necessary, as that is how one learns, to break things down into more digestible blocks of knowledge. Perhaps spirituality is the same, hence the split between disciplines.
Dreams wrote: ↑Wed Apr 12, 2023 8:12 am
- "The Art of War" is not a physical discipline, it's a discipline of the mind. Particularly strategy and understanding.
I'd agree if we're talking about 孫子兵法, which the literal translation from Mandarin Chinese to English would be "House of Sun's Treatise on the Usage of Footsoldiers." The book has much to do with diplomacy and mind games before delving into actual tactics or strategy.
Here is where, in my opinion, the English translation doesn't necessarily capture the same feel. The book "The Art of War" is very much applicable beyond the concept of War, be it diplomacy, business, interpersonal relationships, and whatnot. However, the context in which the book was written and the given title suggested otherwise!
The Mandarin Chinese title sounded grounded and practical, with no superfluous wording. The English translation of the title is relatively theatrical and has that extra flare/fluff, almost a hint of grandeur, if you will.
"Master Sun's Treatise on Soldiers" vs. "The Art of War," it's not hard to see the difference in tone and scale if anyone catches my drift.
What I meant by "The Art of War" was not a reference to Sun's writing, but the literal words itself, hence why it is appended onto the Martial Discipline for its flavor text. At the same time, I can see the counter-argument of how there is more to War than just skirmishes or battles, where tactics, strategy, sieges, morale, and even diplomacy are all aspects of War. Perhaps a better fit would be "The Art of Fighting," but that doesn't have the same flare.
Dreams wrote: ↑Wed Apr 12, 2023 8:12 am
- "Reach Nirvana" and "Attain Enlightenment" set as goals of disciplines is a really strange way to label these. I appreciate that they're thematic, but they're describing almost the same thing described by different cultures.
It's there to bulk up the feat count for the Spiritual discipline rather than try to introduce something spectacular on my end, really. I'd otherwise agree.
Dreams wrote: ↑Wed Apr 12, 2023 8:12 am
- Quivering Palm is based on a legendary ability called "Dim Mak" or the death touch. It's from stories and a fair amount of media now. This might better be considered as striking a precise point for internal bleeding, so that someone dies later. It could be thought about as a bleeding damage-over-time rather than the save or death. However! This ability might also be split up into other variants instead of just being focused on death. Similar to Dirty Fighting/Called Shot, if different places are struck it might hamper the opponent's ability to fight. You could consider stun, paralysis, daze, AB penalties, AC penalties, slow, all kinds of disabilities. Could also be described as a Long Death technique.
Based on this feedback, we'll redesign this ability; I like where this goes. I'll chat with you further on Discord regarding this.
Dreams wrote: ↑Wed Apr 12, 2023 8:12 am
- Dragon Sundering Eighteenth Palm represents the unarmed. It's great, but way too specific on hunting magical beasts. Whereas the Nine Sword of the Recluse is the only one of these techniques that will affect other player characters, so I hate to say it but this is the only thing people are going to build into. It's also focused specifically on Kozakuran weapons. It'll appeal to the weebs in the audience and miss most other weapon-wielding monks. The longsword (jian) / broadsword (dao - probably best represented by scimitar) fit this category as well but are notably absent. To fit the theme of unarmed monk, it might be better to swap these enemy categories between the two. Swords for hunting mythical beasts, unarmed for dealing with humanoid opponents (which is what all of the unarmed training focuses on!)
As you probably already know, the two are inspired by the famous Chinese fiction writer Jin Yong (金庸).
Dragon Sundering Eighteenth Palm was my own translation of 降龍十八掌 (18 palm hits to make a dragon surrender! ha ha terrible literal translation), along with 獨孤九劍 (Du Gu Nine Swords), where Du Gu is an actual person who studied the sword arts instead of meaning Recluse (孤獨, which is swapped in the two words). I use Recluse because the makeup of the Chinese words themselves could point to a recluse or a hermit, someone alone.
Both are works of fiction, but Du Gu Nine Sword, in particular, was designed to battle defensively against various weapons with a sword (vs spear, another sword, maces, or even fists, etc). I designed it to be a PvP one because the original work made Du Gu nine sword specific against another humanoid opponent wielding a weapon instead of the mythical creatures.
Dragon Sundering Eighteenth Palm, I took a bit of liberty with the translation and mechanics design because it doesn't necessarily mean that the fighting style is designed to fight dragons. The original fiction was that the style is so powerful that it can even assail dragons, almost as if challenging mythical creatures themselves.
Part 2 to come later regarding the following
Dreams wrote: ↑Wed Apr 12, 2023 8:12 am
- Drunken Fist as a style is not about getting drunk and fighting. It's about appearing to be drunk, moving in a way that confuses your opponent, and is 100% about deception. To actually have a character needing to get drunk to be able to use the technique is entirely misunderstanding the point of this style. Note that I'm referring not just to a single technique, but an entire style of martial arts.
Dreams wrote: ↑Wed Apr 12, 2023 8:12 am
- T'ai Ji as a stance is not only simplifying another entire style of martial arts, but probably attributes the wrong mechanics to it. Taiji is about moving with the energy of the opponent, but you might consider Baji as a replacement. Baji is about the creation of short-range explosive power in strikes or in direct response to the opponents force, so absolutely could be described as the kind of stance a monk would adopt for this effect. It's a generalisation of another entire style of martial arts. Could just as easily be described as an Old Order technique.
Dreams wrote: ↑Wed Apr 12, 2023 8:12 am
TLDR: I love the variability, choice, and opportunity for different concepts of "monk" to shine through. I dislike where entire important martial arts styles are reduced to a single ability that doesn't represent the heart of the style. I dislike that everyone will go for specifically monk/fighter/wm Nodachi. Forgotten Realms has a number of great orders to draw on and abilities could easily have come from these orders.