BRING BACK MONKS!!!

Submit and discuss your ideas for the MUD.

Bring back monks?

Yey!
35
59%
Nay!
24
41%
 
Total votes: 59
Levanthal
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BRING BACK MONKS!!!

Postby Levanthal » Fri Dec 31, 2004 12:29 am

It has come to my attention that there are is just not enough Kung Fu fighting going on in the realms...

Monks (the kung fu type) are meantioned in many books, supplements and video games, monks from the unapproachable east and beyond the barbarian lands in Kara-tur are famous across Toril....

Monks from due east of Faerun are renouned and while not common, thier rarity makes them spectacularly notable in the west where monk-like feats are rarely, if ever, seen.

I know the reasons that were given by Miax when it was decided that monks needed to leave the game, but that is just rediculous because it is cutting a huge section of the realms from the fantasy of this wonderful game.

TORIL DOES HAVE AN ORIENT!!! IT'S CALLED KARA-TUR!!!

And despite Waterdeeps claims to being the "City of Wonder," the typical city in the East is comparable in size, wealth and magic. To any Waterdavians, the thought of greater things than thier beloved "Jewel of The Sword Coast" is almost incomprehensible.

So I implore you, please bring back one of the original gems of the Forgotten Realms, monks. Monastic orders such as the Yellow Rose (Illmater) and the Long Death (Kelemvor) are famous for thier martial prowess... each was founded long ago by practitioners from the east who came to follow a western god. Monks do have a place in the realms despite a few indeviduals interperetations.

I for one wouldn't mind seeing a few monestaries around the realms, they wouldn't even need to be something outrageous or special, just a hometown for monks of any race, 20 rooms tops in some out of the way area.
Thilindel
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Postby Thilindel » Fri Dec 31, 2004 1:28 am

I think rangers should be molded somewhat into monks :P
Kifle
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Postby Kifle » Fri Dec 31, 2004 9:40 pm

Turn rangers into monks...rangers are gay, monks are sweet! If monks came back...I probably would. Wait, now they will definately not put monks back in :(
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Gurns
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Postby Gurns » Fri Dec 31, 2004 11:34 pm

Too late, they already combined the assassin and thief classes and turned that into monks.
Ashiwi
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Postby Ashiwi » Mon Jan 03, 2005 3:01 pm

Poke me in the middle of the back and you can see my "karate-chop action" move.
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rockers
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Postby rockers » Tue Jan 04, 2005 10:06 am

Lets see how troll do kung-fool trick...whatchaaaaa!!!!
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Salen
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Postby Salen » Tue Jan 04, 2005 11:41 am

Are you Shawn or Marty or both?
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Sesexe
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Postby Sesexe » Tue Jan 04, 2005 10:57 pm

Gurns wrote:Too late, they already combined the assassin and thief classes and turned that into monks.


<wielded> an enchanted khanjari spiked gauntlet
Asup group-says 'who needs sex ed when you got sesexe.'
Targsk group-says 'sexedse'
mount dragon
You climb on and ride Tocx'enth'orix, the elder black dragon.
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Pril
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Postby Pril » Wed Jan 05, 2005 1:25 am

no sexy it's like this:

<wielded> brass knuckles of godly noogies

brass knuckles of godly noogies

You recite a scroll of identify which turns to dust in your hands.
You feel informed:
Object 'brass knuckles godly noogies', Item type: weopon
Item can be worn on: Wield
Item will give you following abilities: haste
Item is: MAGIC FLOAT NOBURN NOLOCATE NODROP Monk-only
Weight: 1, Value: 0
Can affect you as :
Affects : HITROLL By 20
Affects : DAMROLL By 20
Affects : MAX_AGI by 10
Affects : MAX_DEX by 10
Special Procs:
Proc's 'Godley Noogie' on command once every 1 hr
rer
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Postby rer » Thu Jan 06, 2005 12:41 am

That's once every MUD hour, mind you...
Salen
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Postby Salen » Thu Jan 06, 2005 8:41 am

Pril wrote:no sexy it's like this:

<wielded> brass knuckles of godly noogies

brass knuckles of godly noogies

You recite a scroll of identify which turns to dust in your hands.
You feel informed:
Object 'brass knuckles godly noogies', Item type: weopon
Item can be worn on: Wield
Item will give you following abilities: haste
Item is: MAGIC FLOAT NOBURN NOLOCATE NODROP Monk-only
Weight: 1, Value: 0
Can affect you as :
Affects : HITROLL By 20
Affects : DAMROLL By 20
Affects : MAX_AGI by 10
Affects : MAX_DEX by 10
Special Procs:
Proc's 'Godley Noogie' on command once every 1 hr



I really is a piece of Mud eq... the second godl(e)y is mispelled.
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Werg
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Postby Werg » Thu Jan 06, 2005 8:14 pm

Oh sorry, wrong thread.. I thought this was the 'Bring Back Berzerkers' thread. Down the hall? To my right? Thanks.
-W3rgy
Elet
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Postby Elet » Mon Jan 10, 2005 9:49 am

so troll do kung fu like kung fu hustle? *peer*
Ruxur
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Postby Ruxur » Wed Jan 19, 2005 3:38 pm

i kinda missed the boat on this when they were taken out. What were some of Miax's reasons to remove monks, and what are the pros and cons of adding them now? Dont make this an opinion poll, debate the issue.
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Ashiwi
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Postby Ashiwi » Wed Jan 19, 2005 4:38 pm

I think one of the biggest reasons is that this is an FR setting, and while monks would exist in the FR setting, they would be a rarity in the lands we inhabit. Having such a large number of high level monks traveling the northern lands, along with all that entails, such as teachers and all their accoutrements, just isn't logical within the game setting and detracts from the overall atmosphere. It made sense in the heavily RP game that Sojourn/Toril used to be, but in the hodgepodge it's becoming, anything could go.

Let's gear up those monks in combat boots!
Gormal tells you 'im a dwarven onion'
Gormal tells you 'always another beer-soaked layer'

Inama ASSOC:: 'though it may suit your fantasies to think so, i don't need oil for anything.'

Haley: Filthy lucre? I wash that lucre every day until it SHINES!
Gurns
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Postby Gurns » Wed Jan 19, 2005 4:44 pm

The setting might have been a good part of it. But my thought is because they were too hard to balance.

Monks did insane melee damage, with few handicaps. Before they got nerfed, a monk and a cleric could duo some dragons. Monks got nefed, and nerfed again, and still did insane damage. 7d5 per hit, iir, 7 hits a round hasted, and you could add some damroll on top of that. And that's without their special attacks.

But that's all they did. So the argument was that if any other class was to be useful for melee damage, monks would have had to be dropped down to only a little better than other classes, which would mean why would anyone bother with monks since warriors and rangers could also bash, rescue, etc. But if you leave monks with enough more damage to be useful for damage alone, then your group becomes warrior to tank, cleric to heal, sorcerer to stone, and as many monks as you can grab.

I always thought there would have had to be a balance point somewhere, where monks had enough damage but not too much. But it's certainly the case that, without monks, some of the melee damage they did could be spread across all the other fighter classes, making all of those classes more useful, and giving all those classes more to do.
Corth
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Postby Corth » Wed Jan 19, 2005 5:06 pm

At least monks had to target mobs.. unlike they're replacement, invokers, who can mindlessly pump out areas. And monks in their prime, btw, did far less gross damage than invokers as they are presently configured. To a single target.. a lot more.. but to a room full of mobs, which are how most zones are now written, far less. How about no monks, no invokers, and instead give rangers and rogues a reason to exist?

Corth
Having said all that, the situation has been handled, so this thread is pretty much at an end. -Kossuth

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rockers
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Postby rockers » Wed Jan 26, 2005 5:40 am

so troll do kung fu like kung fu hustle? *peer*


so lets me kung-fu yer koterlu....whatchaa!!!! muekekekekek
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Burmadapig
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Postby Burmadapig » Sat Feb 05, 2005 9:21 am

Monks are great for lazy people, just like Invokers. j/k Seriously, bring them back. There are lots of fun to play and IMHO might be up for the dragon challenge.

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