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[ON HOLD] The Weekly Club Session for Saturday, June 17, 1 pm EDT

This thread is to dsicuss the weekly session this coming Saturday in the club game room. The time is flexible depending on people's schedules. Go ahead and talk about what system you want to play at that session. (If I don't know the system, chances are there will be a learning curve.) Iit won't be Burning Wheel, because there is now a separate Burning Wheel Workshop for club members.
Here's an idea: The Name of the White Orchid D&D 5E mystery taking place at a monastery hosting an annual gathering of Monks from all over. Your character is a Monk with a special ability as determined by the meaning of a flower in Chinese culture. Here's a link I found on that: <a href="http://www.flowermeaning.com/chinese-flower-meanin" rel="nofollow">http://www.flowermeaning.com/chinese-flower-meanin</a>... What do people think of this?
i would play it
For added fun, we could make your characters between levels 5 and 7. I'd personally roll d132/33+3, rounding to closest, for the level of NPCs you're likely to get into fights against, so they'd be levels 4 to 8. If you don't all choose to be level 7 because it's the highest you can get, that could work out pretty well. I'm also thinking of tweaking the Monastic Orders so that they have the names of flowers and flower colours as per Chinese culture, and also tweaking the special Monastic Order rules to reflect that. I'd need either more information or consultants on flowers and Chinese culture, but there's plenty of time.
That sounds fun! Do you want me to start making a character now?
Kat said: That sounds fun! Do you want me to start making a character now? The game isn't ready yet. I'll switch the default charsheet in the gameroom to D&D 5E if no one asks for something different. If they do, we'll all discuss it.
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if we do stick with this idea i call Chrysanthemum XD
If we play what would the power of peonies or red plum blossoms do?
I'm new to the club and would likely try to lurk for a weekend or two unless yawl think I should dive right in.
If you read the Monk information in the PHB, there are three main Monastic Traditions: one for physical combat with some special combat abilities, one for stealth and ambush ("ninjas"), and one for controlling and making use of the power of the four elements and related magic.&nbsp; I plan to rename them after flowers of specific colours, and to rename the special abilities within those Traditions after flowers as well. There could be tweaking of the abilities to match the meaning of the flowers of that colour in Chinese culture (which can be very different from Western meanings), but I'm leery of messing up game balance by changing too much. You're pretty safe if you read the Monk section in the PHB. The one thing I do plan to introduce is a friendly/neutral/hostile relationship between members of any two of those three Traditions. That could really spice things up if the players are from all three of them! DaFyre said: I'm new to the club and would likely try to lurk for a weekend or two unless yawl think I should dive right in. Observers are always welcome and can OOC chat freely. But anyone is welcome to join in and play. This will be a loose and relaxed session because most of us will be familiar with the system and able to make many decisions on their own, and people who need help will be free to ask anyone else in the room for help.
With you be using unearthed arcana monk stuff also?
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If I remember right, there's Way of Tranquility, Drunken Master, the old version of Kensai, and the revised version of Kensai? That would add to the variety of monks involved. Edit: now that I'm more fully awake, I see the notes on making the three traditions have done degree of rivalry with each other, that would be tricky to add even more to. Would you be looking for pure monks, no multi-classing?
It wouldn't be fair to all players to require that they have access to an extra rulebook that costs extra money, so no Unearthed Arcana. but if you&nbsp; have Unearthed Arcana already, you can use what's in it on the honour system if you clear it with me. Note that we'll have to work out special rules for the friendly/neutral/hostile relationship with other Traditions. To multiclass your monk, you have to start with a different class and then switch classes after you've gained the levels you want. your total levels have to be between 5 and 7. If you want something different, let's talk about it.
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One-Eyed Jack said: It wouldn't be fair to all players to require that they have access to an extra rulebook that costs extra money, so no Unearthed Arcana. but if you&nbsp; have Unearthed Arcana already, you can use what's in it on the honour system if you clear it with me. Note that we'll have to work out special rules for the friendly/neutral/hostile relationship with other Traditions. To multiclass your monk, you have to start with a different class and then switch classes after you've gained the levels you want. your total levels have to be between 5 and 7. If you want something different, let's talk about it. Unearthed arcana is free act the monk stuff divided between phb and the scag book
Ah, yeah, Unearthed Arcana is the material in the series of pdfs on the Wizards site. It's still player testing, not officially published to be legal in Adventurer's League, but it's free and accessible. The part where they're still testing for game balance is the biggest reason most DMs don't permit it unless they're personally familiar with it.
I'm currently busier than a one-armed bandit with diarrhea, but I'll make time to look over Unearthed Arcana if you link me to the free copy. No promises we'll use it, though.
~hands Jack a beat up 1st Ed Unearthed Arcana.~
Olaf The Stout said: ~hands Jack a beat up 1st Ed Unearthed Arcana.~ Heh I have the 2E one anyway, but this is 5E. The 2E games are down the hall around the corner. :)
~chuckles~
I have always enjoyed playing monks, and would love to be involved in this
The Way of Tranquility and the ORIGINAL Way of the Kensai The REVISED Way of the Kensai The Way of the Drunken Master
Thanks, Ky. I'll review them as per my schedule, which means tomorrow or Wednesday. Anyone else can post more links. I hope to have the homebrew tweaks ready by Friday in a gameroom handout. Meanwhile, I just remembered to switch the charsheets back to D&D 5E, so I'll do that now.
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Please post here to let me know if you're ready to sign up for the Saturday Monks game or need to know more before you decide. If you're ready to sign up, please sign up. If you need to know more, please let me know what. The game is D&D 5E set in a large monastery having an annual meeting that has attracted Monks from all over. Your character is a Monk from anywhere in any D&D gameworld world, but clear the details with me, please, because we shan't be using your gameworld. Player characters are 5 to 7 total levels (multiclass allowed). I'll post specifics on the Monastic Traditions and other homebrew stuff by Friday afternoon Eastern (UTC-4). There should be 6 blank charsheets available to anyone. Once you sign up, I'll change permissions on one of them so only you and I can see and edit it. It will have your player name, which you can change ofc. If there are more than six people, I'll open up more charsheets.
That sounds cool, can you reserve a place for me.&nbsp;
I already started working on my character, Mosalan II
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Mosalan said: Then again, he has been deleted, so....I guess not Possibly archived. I'll unarchive him EDIT: I apologize for archiving him by error. He's restored. Anyone else who has the same issue, please let me know. I wasn't aware people were already rolling characters and wanted to clear clutter.
Mosalan said: I already started working on my character, Mosalan II Permissions fixed so Mosalan can work on their character. My apologies.
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So here are the UNMODIFIED Traditions we'll be using, and I'll post the homebrew tweaks and new names of the following things by Friday afternoon and have them in a handout in the game room): All Monks Hit Dice: 1d8 per monk level (your chars start at total levels 5-7, including multiclass monks, but Monk level must be higher than other class levels) Hit Points: 1d8 + Constitution modifier per monk level after 1st (we use the honour system on die rolls here); if Monk level 4 or higher, add 2 to any Ability Score or 1 to any two Ability Scores Armor: None (but see the Traditions below for exceptions) Weapons: Simple Weapons, Shortsword (but see the Traditions below for exceptions) Proficiencies; two from Acrobatics, Athletics. History, Insight, Religion, Health; also one type of Artisan's Tools OR one musical instrument Starting Equipment: a shortsword or one simple weapon; a traveler's pack (you're going to a convention!); 10 darts (again, see the Traditions) Proficiency Bonus on Monk Abilities: +3 (unless multiclass and Monk level is below 5, in which case it's +2) Ki Points: 1 per Monk level (see the rest of this post for Ki uses Unarmored Movement Bonus: Monk Level 5 and lower +10 feet, Monk Levels 6 and 7 +15 feet Starting Gold: Will vary by Tradition, but will be high enough to match your level Magic Items: Two of any type that makes sense for your Monk; please clear them with me Unarmored Defense: When not wearing armour or using a shield, your AC is 10 + your Dexterity modifier + your Wisdom modifier Martial Arts: &nbsp; - you can use Dexterity instead of Strength for Attack and Damage rolls with Unarmed Strikes or Monk Weapon Strikes &nbsp; - you can roll 1d6 instead of normal Damage roll for Unarmed Strike and Monk Weapon Strike (unless you're multiclass and Monk level is less than 5, in which case you can roll 1d4) &nbsp; - When making Attack Action with Unarmed Strike or Monk Weapon, can make an additional Unarmed Strike with other hand as Bonus Action Deflect Missiles: When hit by Missile Attack, you can use your free hand to deflect the missile and reduce damage by 1d10 + Your Dexterity modifier + your Monk level; if you reduce damage to 0, you've caught the missile, and you can spend 1 Ki point to attack with it as a ranged weapon, with proficiency even if you don't have proficiency, as part of the same reaction Slow Fall: If Monk level 4 or higher, you can use reaction to reduce falling damage to yourself by the same number of HP as your Monk level Flurry of Blows: Immediately after your Attack Action, you can spend 1 Ki to make two additional Unarmed Strike attacks as a Bonus Action Patient Defence: You can spend 1 Ki to take the Dodge action as a Bonus Action on your turn Step of the Wind: You can spend 1 Ki to take the Disengage or Dash action as a Bonus Action on your turn, and your Jump distance doubles for that Turn More in the next post.
Way of the Open Hand General: Master of Unarmed and Armed Combat Open Hand Technique: When you hit an opponent with a Flurry of Blows Attack, you can impose the following on the opponent; &nbsp; - Make a Dexterity saving throw or be knocked prone &nbsp; - Make a Strength saving throw or get pushed 15 feet away from you &nbsp; - Can't take Reactions until the end of your next turn Wholeness of Body: If Monk level 6 or higher, you can heal yourself for three times your Monk level, once between Long Rests Way of Shadow General: Ninja as we know it from popular culture, but not necessarily a hired killer Shadow Arts: gain ability to cast the following without spell components: &nbsp; - for 1 Ki, the Minor Illusion Cantrip &nbsp; - for 2 Ki, any of Darkness, Darkvision, Pass Without Trace, Silence &nbsp;- If Monk level 6 or 7 and in darkness or dim light, can take Bonus Action to step from one dim or dark area to any other dim or dark area you can see within 60 feet of you, and then get Advantage on your next Turn Way of the Four Elements General: Elemental magic user lite You have Elemental Attunement Discipline and one other Elemental Discipline (or two if you are Monk levels 6 or 7) Elemental Attunement: &nbsp; - Use your bonus action to: &nbsp;&nbsp;&nbsp; - Create a harmless, instantaneous sensory effect related to the Four Elements &nbsp;&nbsp;&nbsp; - Instantaneously light or snuff a candle, a torch, or a small campfire &nbsp;&nbsp;&nbsp; - Chill or warm up to 1 pound of nonliving material for up to 1 hour &nbsp;&nbsp;&nbsp; - Cause earth, fire, water, or mist that you can fit into a 1-foot cube to shape itself into a crude form of your choice for 1 minute &nbsp; - Clench of the North Wind: if Monk level 6 or 7, spend 3 Ki to cast Hold Person The available effects for the different Disciplines are this: Fangs of the Fire Snake: when taking an Attack Action, you can spend 1 Ki to cause a tongue of flame to shoot out of your weapon or hand, doing fire damage rather than weapon damage; and if you hit, spend 1 more Ki to add 1d10 fire damage Fists of Four Thunders: you can spend 2 Ki to cast thunderwave Fists of Unbroken Air: Spend 2 Ki (plus 1 Ki per additional 1d10 of damage) to hit opponent within 30 feet with a fist of air; it must make a Strength saving throw or take 3d10 bludgeoning damage, get knocked up to 20 feet away, and get knocked prone Gong of the Summit: If Monk level 6 or 7, can spend 3 Ki to cast Shatter Shape of the Flowing River: Spend 1 Ki to turn a 30 cubic foot area of ice into water, or water into ice, and then shape the ice Sweeping Cinder Strike: You can spend 2 Ki to cast Burning Hands Water Whip: Works like Fists of Unbroken Air, except with a whip made of water, and the opponent makes a Dexterity saving throw check More in next post.
Way of the Kensei General: Expert with favourite weapons Proficiency with 3 Martial Weapons of your choice (your Kensei weapons) When wielding a kensei weapon, choose Dexterity or Strength as Attack and Damage modifier die, and can choose to use Martial Arts damage die for it When you hit with a kensei weapon Attack, you can do an extra 1d4 pummelling damage to that target and to any other target you hit When making Unarmed Strike while holding a kensei weapon but not attacking with that weapon, you can defend with it, getting +2 to AC until the start of your next Turn If Monk level 6 or higher, your kensei weapon attacks could as magic damage for purposes of resistance or immunity to non-magic damage Once between Rests, you can pick one target that you can see within 30 feet and focus on it, getting double your proficiency bonus on your Attack roll against that target Way of Tranquility General: Pacifict Monk Can cast Sanctuary on yourself for up to 8 hours. If casting on other creatures, they must make a check of 8 + your proficiency bonus + your Wisdom modifier to resist; can be cast only one time per minute You have a pool of your Monk leve x 10 points to use for healing, curing disease, and neutralizing poison. Touch the target creature and choose how many HP to heal them for if you have that many points left; for each disease cured and poison neutralized, spend 5 points. Can do this as a bonus action on Flurry of Blows. The pool refreshes after a Long Rest. If Monk level 6 or higher, can make Charisma check to defuse conflict in good faith. If Monk level 6 or higher, gain proficiency in Persuasion or Performance
Just a tip you may want to edit it to specific martial weapons unless you want a monk with a great sword which i would so totally love to play btw&nbsp;
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I have a couple questions so far; am I reading right that Clench of the North Wind is being home ruled into a part of Elemental Attunement, rather than its own discipline? And does&nbsp;Fangs of the Fire Snake still extend range during the turn it's used? (Edit: I am interested in playing a Monk of the Way of the Four Elements, but it's a tricky subclass to make viable, with how quickly it burns through ki. I intend to multiclass, which means only getting 1 discipline...)
elana k said: Just a tip you may want to edit it to specific martial weapons unless you want a monk with a great sword which i would so totally love to play btw&nbsp; If you want a Monk with a polearm, you can have one. Same with any martial weapon for appropriate Traditions. But please consider that your character might have journeyed a long way to attend the Monk equivalent of a large annual trade convention. This can affect the equipment your Monk brought along, including weapons. Use your judgment and if in doubt, ask. Ky S. said: I have a couple questions so far; am I reading right that Clench of the North Wind is being home ruled into a part of Elemental Attunement, rather than its own discipline? And does&nbsp;Fangs of the Fire Snake still extend range during the turn it's used? What was Clench of the North Wind again? I've been really busy today and slipped up in not indicating all the names, which will change anyway. I can look it up if you want. Same with Fangs of the Fire Snake.
One-Eyed Jack said: Ky S. said: I have a couple questions so far; am I reading right that Clench of the North Wind is being home ruled into a part of Elemental Attunement, rather than its own discipline? And does&nbsp;Fangs of the Fire Snake still extend range during the turn it's used? What was Clench of the North Wind again? I've been really busy today and slipped up in not indicating all the names, which will change anyway. I can look it up if you want. Same with Fangs of the Fire Snake. Sure thing, I'm looking at the book right now, so: Clench of the North Wind (6th Level Required). 3 ki points to cast Hold Person Fangs of the Fire Snake. Can spend 1 ki point to extend reach with unarmed strikes by 10 feet for the rest of your turn by forming tendrils of flame out of hands and feet. They cause fire damage instead of bludgeoning, and you can add extra 1d10 fire damage on a hit by spending an extra ki point per d10.
One-Eyed Jack said: elana k said: Just a tip you may want to edit it to specific martial weapons unless you want a monk with a great sword which i would so totally love to play btw&nbsp; If you want a Monk with a polearm, you can have one. Same with any martial weapon for appropriate Traditions. But please consider that your character might have journeyed a long way to attend the Monk equivalent of a large annual trade convention. This can affect the equipment your Monk brought along, including weapons. Use your judgment and if in doubt, ask. To &nbsp;be honest my judgement is about as impaired as a drunk driver over the prospect of having this awesome monk character who goes around doing martial arts with a great sword&nbsp; *starts drooling thinking about it * Better if you just give a appropriate list for way of the kensei&nbsp;
Don't worry about your monk being OP with a greatsword. I can handle it. Although you might not like how the DM handles it. ;) Clench of the North Wind is an Air Discipline ability. Yes, Fangs does extend range by 10 feet. But you can't spend more Ki to extend it further, just on more damage.
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One-Eyed Jack said: Don't worry about your monk being OP with a greatsword. I can handle it. Although you might not like how the DM handles it. ;) Clench of the North Wind is an Air Discipline ability. Yes, Fangs does extend range by 10 feet. But you can't spend more Ki to extend it further, just on more damage. Im sure the awesomeness of a monk with a great sword will balance out the horros of gms choice &nbsp;in which case so totally picking kensai path XD&nbsp;
Is there a link to ga
elana k said: Is there a link to ga sorry, to what?
One-Eyed Jack said: elana k said: Is there a link to ga sorry, to what? To monk game just realized keyboarded glitched cutting me off
elana k said: One-Eyed Jack said: elana k said: Is there a link to ga sorry, to what? To monk game just realized keyboarded glitched cutting me off The Monk game is in this club's game room. It's the game listed as the official date and time for the club
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Oh ok thanks&nbsp;
I am unable to DM the Saturday club game. If anyone else wants to DM it, please step up. Otherwise, it'll be postponed until the following Saturday--which is Roll20Con weekend anyway. I'll wait until Saturday morning to arrange a new DM before postponing the game.
Did you delete your account?
Sadly, that does seem to be the case.
Oh, fascinating. The game is deleted, but we can still access this thread? I hope things are okay, or go okay, OP.
Yeah, I am thrilled. Wish I had exported my character....c'est la vie. The odd thing is that this thread is still open, but the group as a whole seems to be gone. Hope everything is going to be okay with him