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FuryFlash
07-18-2016, 04:19 PM
Hi.

I just had an interesting idea as I was thinking about the hopefully upcoming monk pass - what if monk stances allowed you to use the stat that they boost for attack and damage rolls?
Fire Stance - STR for attack and damage (no change)
Wind Stance - DEX for attack and damage
Earth Stance - CON for attack and damage
Ocean Stance - WIS for attack and damage

This would only work while centered and using monk weapons. What do you guys think?

FranOhmsford
07-18-2016, 04:28 PM
Hi.

I just had an interesting idea as I was thinking about the hopefully upcoming monk pass - what if monk stances allowed you to use the stat that they boost for attack and damage rolls?
Fire Stance - STR for attack and damage (no change)
Wind Stance - DEX for attack and damage
Earth Stance - CON for attack and damage
Ocean Stance - WIS for attack and damage

This would only work while centered and using monk weapons. What do you guys think?

No change to Earth Stance, Majorly Buffs Ocean Stance, Leaves Fire and Wind as utterly useless!

Dungeoner49
07-19-2016, 06:11 PM
Hi.

I just had an interesting idea as I was thinking about the hopefully upcoming monk pass - what if monk stances allowed you to use the stat that they boost for attack and damage rolls?
Fire Stance - STR for attack and damage (no change)
Wind Stance - DEX for attack and damage
Earth Stance - CON for attack and damage
Ocean Stance - WIS for attack and damage

This would only work while centered and using monk weapons. What do you guys think?

I think instead of using specific stats for attack/damage, I think it would be better if certain stances had bonuses based on your stats, such as Earth Stance increasing your AC by 100-200% of your CON mod (Earth Stances are designed for durability), Wind Stances could grant a bonus more of a dodge and double strike chance equal to 100-200% of your DEX mod, Fire Stances would grant +1[W] (aka Weapon Dice) every 4 points of your STR mod or apply a stack of fire, negative, physical, and force damage vulnerability on hit, critical, and vorpal with the strength of the damage vulnerability equal to 50% of your STR mod, and Water Stances would increase your saves, dodge chance, and AC equal to 50% of your WIS mod. The current bonuses gained from stances would stay.


I also have ideas about an item or item set that grants an effect based on your current stance like the effects of the Way of the Sun Soul items do on a vorpal. The effects would trigger on a vorpal hit and have a chance (2-4%) of an aggressor triggering the same effect (spell, melee, and ranged attacks whether successful or not). None of the triggered effects will negatively you or your allies, and may or may not have a save (if so it should be quite high). These effects could be instead based and/or triggered on how the stance you have selected behaves, i.e. fire likes to consume and increases its lifetime by doing so, thus translating to a heal (and/or a heal overtime) when a nearby foe dies or you critically or vorpally hit.

While in an Earth Stance it would encase the target or aggressor in stone (or could be earthgrab) (if with saves: fortitude negates stone prison, reflex negates earthgrab)

For a Fire Stance it would have a cause a potent blast of fire that also causes a strong incineration effect (heavy fire damage over time) to damaged targets by the blast followed by the player receiving a powerful fire aura (not shield) and extra fire damage on melee and ranged attacks for 24 seconds (if with saves: reflex reduces the initial blast by half and a fortitude for half the incineration damage)

In a Wind Stance it would trigger a large blast of wind centered on the player, dealing massive untyped damage and applying a trip effect to nearby foes, as well as increasing your dodge and double strike/shot chance (if with saves: reflex reduces damage by half and STR/DEX save negates knockdown).

In a Water Stance it would generate a potent tsunami like blast in all directions (basically a cold/bludgeon damage fireball) centered on the player that also freeze targets (if with saves: the fortitude save halves the cold damage and negates freezing solid, and a STR/DEX save to halve the bludgeon damage and negate the trip).