August 14, 2017

Street Fighter

Monastic Tradition
Comments from the Finger: We've done a brawler and we've done a pugilist. Why did it take us so long to do this?

Way of Street Fighting

The Way of Street Fighting is an urban discipline founded on necessity, whose blindingly fast, unique brand of martial arts has been honed and perfected in back-alley brawls and tournaments alike. Monks which adopt this relatively new technique place comparatively little value on spiritual enlightenment and karmic balance; the thrill of split-second timing, rapid combos, and decisive knock-outs drive them to become the best combatants in the world.

Combo
Starting when you choose this tradition at 3rd level, you gain bonuses for successful consecutive hits on a single target. On your turn, you gain a +2 bonus to the attack rolls of your unarmed strikes for each hit that you have made on that target on your turn, to a maximum of +6. This bonus resets to 0 if you take damage on your turn.

Iron Fist
At 6th level, you excel at punching wagons. Your unarmed strikes and monk weapons ignore the damage threshold of objects and deal maximum damage to them.

Special Move
By 11th level, you have memorized and mastered patterns of discrete movements that unlock your ki, allowing you to use the following special moves:
     Ki Blast. You can channel your ki into a blast of energy. As an action, you can expend 2 ki points to make a ranged spell attack (using your Wisdom modifier) against a creature you can see within of 120 feet of you. On a hit, the target takes force damage equal to 2d10 + half your monk level.
     Uppercut. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make an unarmed strike as a bonus action. On a hit, if the target is Large or smaller and doesn't have all of its hit points, it is knocked off its feet and falls prone.
     Whirlwind Strike. When you take the Attack action on your turn, you spend 1 ki point to lunge up to 20 feet directly toward your target, without provoking Opportunity Attacks, even if this movement causes you to travel through the air. If your target is in the air, you can complete your Attack action before falling.

K.O.
Beginning at 17th level, you can channel your ki into a single strike, knocking a foe unconscious. As an action, make an unarmed strike against a creature within your reach. On a hit, the target deals damage as normal. If the creature has 100 or fewer hit points after you deal damage, it is reduced to 0 hit points, is knocked unconscious, and becomes stable.
     Once you use this ability, you can't use it again until you finish a long rest.



Changelog: 8/14/17: Signature Move: Should be named Special Move
Special Move: Ki Blast: Is a ranged spell attack, using Wisdom
8/14/17: Counter replaced with Iron Fist

21 comments:

  1. Ki blast has some grammatical errors("...make ranged attack...") and doesn't specify what you're attack is. Are we proficient with this attack? Does it use our DEX or STR?

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    1. Also, counter is a weird name for the sixth level ability. When I hear it I think of a counterattack. I think interrupt would make a more apt name.

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    2. Ki Blast is going to use Wisdom, so it needs to be a ranged spell attack roll. I'll fix that post-haste.

      I'm open to changing the "Counter" name to something else, (in fact, I'm willing to change that feature as a whole), but I'm trying to work within the context of a fighting game for mechanics and terminology. There might be a better accepted term for this, but I understood a Counter to be when you attack at the right time to interrupt an opponent's move. If this isn't widely used, someone should call me out on it.

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    3. Maybe it should be "Breaker" as in Combo Breaker, that's a pretty fighting game inspired mechanic.

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  2. Now all you need to do is release epic boons that can basically make them into Akuma (Satsui no hado style) because there can never be enough Shun Goku Satsu or Onis out there.

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    1. So, my original version of this is exactly that: Ansatsuken Master (or Way of the Assassinating Fist). This was edited to create a more general "Fighting Game" thing, whereas the original was 100% "You are now Ryu/Ken/Akuma"

      Similarly, Way of the Dragon is basically Fei Long.

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    2. Fei Long, the beloved Bruce Lee reference every fighting game needs.

      This could be reflavored to emulate Chun Li or Dan... maybe even Juri (I think? She has a short range kick thing, right?)

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    3. Ihe palm the monk archetyoe your talking about was on gitp right

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    4. Yes, I did post that one on GitP

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    5. I enjoyed the archetype can i get a post of the link

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  3. I always thought that the evil archetype's jianchi monk was partially inspired by akuma. Specifically the capstone, 'one thousand deaths'

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  4. This really has the feeling of old school arcade fighting games.
    Also, it's powerful, but there isn't any specific feature that feels too overpowered.

    Why the "doesn't have all hit points" requirement on uppercut?

    When do you decide to use counter? Before the attack hits or misses, or after? RAR it's before, but I just want to make sure.

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    1. Uppercut is based on landing a hit, rather than forcing a saving throw, which I think is the right place for it thematically, but I felt like it needed some restriction to keep it from being a no-save condition. I'm not convinced I made the /right/ call on the restriction, but I figured I'd get some good alternatives from you all.

      You're correct, by RAW, Counter is just when you're attacked, as in, before it hits.

      I think the reason this feels strong is because it doesn't have any real interaction or exploration features -- it's all combat-focused. If anyone has better ideas that evokes old school fighting games in a less strictly combat-oriented way, I'd be happy to replace Counter.

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    2. One of the hallmarks of the platform fighting game is the maneuverability of the fighters. However, a lot of this is covered by the monk's own innate mobility and options like Step of the Wind. I'm really drawing a blank here, and I can see why you didn't include one originally. Perhaps a feature that allow them to glide when falling?

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    3. A secondary jump would be interesting. It'd allow you to change the direction of your jump mid air, like if you were trying to jump around a corner. Or wall jumping

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    4. Hm. I could run with a feature which doubles your jump distance at 6th level, and allows you to change direction in mid air, but it seems like that needs more. That much alone could almost be a 3rd level ribbon.

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    5. What if you added the ability to move 5 feet horizontally for every 10 feet you fall?

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    6. How about "Superhero landing"? When you fall, each creature within 10 feet of your landing spot takes the same damage as you were supposed to take from falling (with a dex save for half).

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    7. I thought the goal was to have less combat features?

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  5. Hmmm... Now for a healer thats also melee... Sakura from Naruto like maybe? A Cleric that makes a vow to never pick up a weapon and gets bonuses and features to help unarmed, close combat (dodge), and healing over everything else, rather than damage spells and heavier armor... Then my street gang/adventuring party that grew up on the hard streets of Waterdeep can get going! XD

    Love this though, great job all!

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