Talk:Martial Arts Option (4E)
Weapon Limitations
I'm rather partial to the weapon limitations in the semi-official ranger-monk conversion guidelines:
- Give up your martial weapon proficiencies. Grant your unarmed strike a +3 proficiency bonus, increase the damage to 1d8, and add the off-hand property. Now you’re wielding two melee weapons that are as good as the martial melee options available to the ranger.
Simple weapons are not all that great, and cover the traditional farm implements sometimes used by martial artists. The conversion guidelines work for a single class, but melee heavy classes will lose more than other classes. Still, your limitation is a probably too severe since it affects primary melee classes more than others. Perhaps something like this:
- Give up your martial weapon proficiencies. If you were proficient with martial weapons, you gain proficiency with one martial weapon of your choice.
Article: Converting Your Character: PH
---Urban 16:52, 30 November 2008 (CET)
Martial Arts Technique Feats
These need more thought and balance. Are they at all useful? --Starfox 00:55, 30 November 2008 (CET)
These create sub-styles of martial artists. You can only use one of these techniques at a time. Changing technique is a free action.
Dragon Tail (Technique)
Prerequisite: Proficiency with martial strike
Benefit: You improved unarmed strike does 1d10 damage but loses the off-hand property. You can use all powers and feats that require a flail with improved unarmed strike, but not those requiring other types of weapons.
Eagle Claw (Technique)
Prerequisite: Proficiency with martial strike
Benefit: You improved unarmed strike does 1d8 damage but loses the off-hand property. You can use all powers and feats that require a light blade with improved unarmed strike, but not those requiring other types of weapons.
Iron Fist (Technique)
Prerequisite: Proficiency with martial strike
Benefit: You improved unarmed strike does 1d8 damage. You can use all powers and feats that require a heavy blade with improved unarmed strike, but not those requiring other types of weapons.
Open Hand (Technique)
Prerequisite: Proficiency with martial strike
Benefit: You improved unarmed strike has a proficiency bonus of +2 and does 1d10 damage. You can use all powers and feats that require an axe with improved unarmed strike, but not those requiring other types of weapons.
Stone Fist (Technique)
Prerequisite: Proficiency with martial strike
Benefit: You improved unarmed strike does 1d8 damage. You can use all powers and feats that require a mace with improved unarmed strike, but not those requiring other types of weapons.
Thunder Hammer (Technique)
Prerequisite: Proficiency with martial strike
Benefit: You improved unarmed strike has a proficiency bonus of +2 and does 1d10 damage. You can use all powers and feats that require a hammer with improved unarmed strike, but not those requiring other types of weapons.
Shield swap option
I'm just thinking about that fencing technique using a cape as a shield. I think that would be interesting, perhaps as the heavy shield replacement?, and that those capes might be able to be enchanted with shield magic? --TexaS 13:47, 6 January 2009 (CET)
I think the Armor Swap Option should be separated into armor and shield options. This way, character who do not wish to use a shield for concept reasons are not penalized. Fighting with armor and no shield was not uncommon in late middle age or early modern age. Conversely, many cultures such as the Zulus fought with shield and no armor. Suggested change:
Zulus, or as is more relevant here, Spaniards and Italians in their sword and buckler techniques.
Armor Swap
- Lose all armor proficiencies.
- If your class had proficiency in leather, gain the Dodge feat.
- If your class had proficiency in chainmail, gain the Heroic Defense feat
Shield Swap
- Lose all shield proficiencies.
- If your class had proficiency in light shields, gain the Single Weapon Defense feat.
- If your class had proficiency in heavy shields, gain the Single Weapon Stance feat.