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Love the game, only thing missing is a monk class !!!!!!!!!!


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#101
CybAnt1

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It works... like most things in life, you get out of it what you put into it, and there's a lot of good reasons for the usmc martial arts program to continue that have nothing to do with this thread. It's just that the possibility of actually having to use your bare hands or even a knife in a combat situation approaches nil.


In modern warfare? Absolutely. Remo Williams and the Bulletproof Monk could dodge bullets, but if the opponent has a machine gun, you have no firearm, and he has range and awareness of you, you're dead. I know how that one ends. If they have a gun, and you have no weapon, you'd better have sneak, surprise & ambush. 

I'm not sure this claim that unarmed fighter vs. guy with sword means the unarmed fighter always loses, I think even in a world without magic skill difference could vary that result. With magical augments for one side, I don't think it's unfair to say either combatant might win.

Dragons? Well, yes, killing dragons with your bare hands is pretty unbelievable, on the other hand, they seem awfully big to be killing with a dagger too, but you can do it. 

And again, if you applied your ultra-realism argument, why is it every time the dagger-rogue approaches the sword-warrior, the sword-warrior doesn't get a free strike on him? He should, right? Yet DA is like most other games and says the dagger has lower attack speed so the dagger-rogue often strikes first, even if the swordsman has range. It ignores the range factor. OK, so it's ignoring it already for armed combat, then ... why not ignore it for unarmed as well? 

#102
maxernst

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CybAnt1 wrote...

Well, you know, some people want clerics.


No. Doesn't fit lore. Religion is just a mysterium and the Chantry is just a political force. There are no gods who grant spells, and the priesteses don't adventure, they hire us to do that. 

But yes, somebody did write a cleric class mod. I tried it. I want a 4th class, but that's not the right one, and didn't even seem to me to be the right way to do it. And it had bugs. 

And there are probably other people who want to play half-orcs and gnomes.


Not me. More playable races, though, well, maybe. 

Seems to me if they really wanted to break from Tolkien/D & D/90% of the fantasy settings out there, the two other races wouldn't be elves and dwarves. Oh sure, their take on elves & dwarves is a bit different, and suddenly they and humans aren't getting along all kumbaya-like, but it's still the same stuff. 

But as somebody said, most other games in trying to figure out other races hardly ever come up with anything much more original. In general, it's some form of animal human hybrid. In Avernum, you can be cat people or lizard people. In WoW, you can be cow people, wolf people, etc. 

And so if you want to satisfy everybody, pretty soon you're playing the same old classes and races we had in AD&D. You might as well be playing in the Forgotten Realms, if you're going to force-fit the traditional D&D classes into every bloody game.


No. I want them to have their own IP. It gives them freedom. However, having your IP doesn't mean you can't borrow (and maybe rework or reimplement) ideas from other existing IP. In fact, it give you the freedom to take what's already been done in other IP, and actually maybe do it better. 





But the only argument you've put forth for having monks boils down to this:  "Monks are cool.  Other games have them.  Dragon Age should have them."  This applies to any number of other classes. It's like arguing that Blood Mages are missing from NWN2. 

For the idea to work, there has to be a rationale for the skill to have evolved.  Even if you buy the idea that highly skilled martial artists can compete in a straight-up fight with armed and armored men, at lower levels of skill that simply can't be true or weapons and armor would never have been invented.  So you have to come up with some reason why some particular group in this particular world would have ignored the easy path to combat success and concentrated on martial arts.

I can think of four possibilities:

1)  Some sort of religious convictions could forbid weapon use.  Problem is, we don't have a lot of religions to play with here.  Maybe some obscure isolated sect of the Chantry (sort of like the guys at the Sacred Ashes) could have it, but it's certainly not known.  Since we know a lot less about the Qun'ari, some sect of theirs--whirling dervishes perhaps?--would be a better bet.  But unless we have the opportunity to play a Qunari PC, or in that part of the world, I can't see it.

2)  There could be some people living in an environment where they simply don't have access to stone or metal, like a vast swampy area.  This would probably be more like a sort of barbarian than the D&D monk.  But again, no such area exists in the world as far as we know at this point.

3)  The biggest tangible advantage of not using wepaons armor is silence and the ability to be lethal even if forced to relinquish all weapons.  The key group to whom this would be useful are assassins, so this would be a sort of ninja group.  However, we already have an assassin organization and we know the Crows don't do this.  Nor have any rivals of theirs been mentioned by Zevran.  So again, if such a thing exists, it exists far away and is unknown in Ferelden and probably Orlais.

4) In Rolemaster, essence users had a limit on how much material they could carry with them without impeding their spellcasting, and metals were particularly harmful.  Ideally, they wanted to be naked to the world to maximize their connection to the essence.  However, magic doesn't work that way in this system, so that's not an option. 

So while there might be some way to fit them in, I don't see that there's any particular reason that martial artists are needed in this world.  And I think that it's far better to design your world and fit your classes to the world than make up your classes and alter the world to fit them...that's the fundamental reason the Forgotten Realms is such a thin, unconvincing world.  It's a world built around pre-existing D&D game concepts.

I'd rather see any new specializations (and a monk would more logically be a specialization than a class in this sort of system) fit things that already exist in the lore.  We know what the chantry army has as a skill, but what about all those non-martial, non-spellcasting chantry people. Could the chantry-trained brothers and sisters have some particular abilities (coercion? inspiration?).  How about a Grey Warden specialization making that "sense darkspawn" ability something real, and maybe something equivalent to favored enemy status.  At the very least, they should be the people (ok, other than dwarves) best trained to fightthem.  Some of our existing specializations are kind of culture-related (Antivan assassins, Orlesian bards, Dwarven berserkers)--maybe we could have some additional spellcasting types from Tevinter.

#103
CybAnt1

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hat's the fundamental reason the Forgotten Realms is such a thin, unconvincing world.  It's a world built around pre-existing D&D game concepts.


Dunno. I never had a problem with its open-endedness. I agree world coherence is important, but then the flip side is player freedom. Those two things will be balanced in a system/setting. 

I don't honestly have a problem with encounterable gods and gods granting spells, although I will admit it did sometimes seem like FR-based games overdid it. But this is the Bio guys' barbecue, and I'm at it, and this aspect of the setting clearly bothered them. I don't think I am missing (playable) clerics as much as I thought I would, but I still think I am missing additional classes, which I think the game could still use. 

No, the only thing I disliked about FR-based games, which most of the Infinity Engines games were, was just that it sometimes felt constrained, not open. 

I.e. this is an FR-based game, so it somehow always has to "star" (or "cameo") FR "celebrities" like Drizzt, Elminster, Volo, and the organizations, like the Harpers etc. and the Shadow Thieves. It's almost like you can't make an FR game without these mandatory elements. 

I really hope the Bio guys aren't writing themselves into a self-imposed box, now that they're outside of somebody else's. BTW, there's already inconsistencies in their own lore, AFAICS, especially when it comes to the nature of the Fade. And they're just starting out making/shaping it! 

They've been totally silent about the future of the franchise/setting since the release of Awakening (and the coming DlC doesn't answer that question either) so who knows. 






 

#104
soteria

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I'm not sure this claim that unarmed fighter vs. guy with sword means the unarmed fighter always loses, I think even in a world without magic skill difference could vary that result. With magical augments for one side, I don't think it's unfair to say either combatant might win.



Dragons? Well, yes, killing dragons with your bare hands is pretty unbelievable, on the other hand, they seem awfully big to be killing with a dagger too, but you can do it.



And again, if you applied your ultra-realism argument, why is it every time the dagger-rogue approaches the sword-warrior, the sword-warrior doesn't get a free strike on him? He should, right? Yet DA is like most other games and says the dagger has lower attack speed so the dagger-rogue often strikes first, even if the swordsman has range. It ignores the range factor. OK, so it's ignoring it already for armed combat, then ... why not ignore it for unarmed as well?




Well, sure, in a world where you can augment attacks with magic, anything is *feasible*. The question is, how do you sell it in the game world? Between spirit warrior, heroic offense/defense, and various weapon buffs, it's obvious that you can magically augment your attacks to theoretically do decent damage unarmed. But why would someone choose to fight unarmed, within the setting? As I said before, I'm all about making a class that augments weapon skills with various grappling techniques and strikes, I'm just having a hard time seeing why someone in Thedas would choose to eschew weapons.



Granted, Bioware can just make something up, cause it's their own IP. Whatever. Can we come up with a group of magic-capables that decide to use their fists instead of swords or magic? I'm not in favor of "ultra-realism," simply a consistent and internally coherent setting.

#105
CybAnt1

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I'm just having a hard time seeing why someone in Thedas would choose to eschew weapons.


And so round and round we go ... I think everyone who's in favor of the monk/spirit sage/silent sister/whateverthisconceptcanbecalled .... is saying it would not fight only without weapons. Just that it would be capable in the unarmed realm. As for not wearing armor, well, again, it might do so for the same reasons rogues choose light over heavy armor. 

It might fight with weapons - in my mind, those would be ones from an Oriental setting but this world doesn't yet have an "Orient" or its analogue (it doesn't even have Asian or Black people AFAICT) - but it would also have some techniques for fighting without, involving (effective) punches, grapples, and kicks. 

So: maybe we want the same thing. 

But: BTW, I still would see it hard to make this concept work as a specialization of rogue or warrior, within the existing specialization system. It would have some aspects of both classes (spirit warrior, evasion) and even some of the arcane-warrior mage.... 

#106
Kileyan

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soteria wrote...

I'm not in favor of "ultra-realism," simply a consistent and internally coherent setting.


Except this game is barely a framework of a brand new world. The story and the franchise are barely in its infancy. We have barely seen any of the world but a backwater province. Yet you have already confined the world and what is realistic and possible to a very narrow view.

People were happy that Bioware got away from Forgotten Realms and the hindrance it caused on creativity and story telling. Now here we have a world with almost no lore and history(comparitively), yet on what little knowledge we do have, it must all be based upon psuedo realism and middle ages France?

I'm not saying we need monks and ninjas hopping around with shurikens, but I do hope we are more forgiving on what is possible.

#107
Vicious

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Hey CybAnt1, you stated a couple of things and I just wanted to give you a heads-up on 'em.

That's good. I had a friend in the Marines who also told me that they trained him to kill with his bare hands if he had to, but I often wondered if that was just bravado. 


Yes, unfortunately. Not to say he couldn't hold his own in a fight, but the USMC MCMAP [i refer to it as MCCRAP] is less a serious martial arts and more of an 'equalizer' for people who join the USMC and have zero clue how to fight.

I wonder if it doesn't work why they haven't cancelled the program. 


Because it looks good. Because it gives another factor when it comes to promotion time. Because it instills a ton of bravado into a person. Because it's prestigious given that you have to go through a massive and painful haze-fest to get Brown belt and up. [hell, even getting my green belt in Iraq was a haze fest.]

In the end however, it's useless. It doesn't teach you enough martial arts to stand with the big boys, [i've trained with enough MMA guys and sparred with enough Marines to know that] and the odds that you will get in a physical standoff are practically nil - the black belts learn some very lethal maneuvers, but 90% of them are ridiculously hard to pull off in a real situation.


betting you didn't fight dragons and ogres in the Marines, either. 


No, but even in that awesome old commercial the Marine always used a sword to kill the dragon. Posted Image


Anyway I totally went OT. cheers!

#108
maxernst

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CybAnt1 wrote...

I'm just having a hard time seeing why someone in Thedas would choose to eschew weapons.




But: BTW, I still would see it hard to make this concept work as a specialization of rogue or warrior, within the existing specialization system. It would have some aspects of both classes (spirit warrior, evasion) and even some of the arcane-warrior mage.... 


Well, I would like the specializations to be more significant than they are now.  With the exception of arcane warrior, most people don't even bother to mention specializations when they describe their character--it's always dual wielding rogues & sword& board warriors.  Because weapon style currently has much more game impact.

But I think conceptually the game has people who cast spells, people who focus on a straight-up fight, and people with an emphasis on subterfuge and evasion...and almost any adventuring class concept I can think of can be stuck in one of those categories.  My feeling is that a martial arts specialist works best with a rogue, though I still don't see a real need for it in this setting.

Curious, though--if you're so bent on this "it doesn't have to be anything like earth's cultures", why should the weapons preferred by a monk class be Asiatic? 

#109
CybAnt1

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Curious, though--if you're so bent on this "it doesn't have to be anything like earth's cultures", why should the weapons preferred by a monk class be Asiatic? 


Because as I keep saying, the most enjoyable fantasy settings I've experienced -- which is not limited solely to Forgotten Realms only, mind -- mix Asiatic and European fighting styles, traditions, character archetypes. 

In the end, I don't know whether their ultimate world design decision will exclude these cultural elements or not from their gameworld. I keep hoping they won't. But I wouldn't stop playing if they did. I'll reiterate it still seems weird to me Thedas has elves and dwarves, but no black or Asiatic people. Of course, maybe we just haven't met them yet. 

If they did some kind of class concept based solely on silent sisters, or those semi-"lost" European unarmed combat traditions, that used no Eastern weapons, I'm not saying I would reject it. It might even be intriguing. 

Deep down, I'll still keep hoping to see katanas, though. Maybe a modder will do an Eastern weapons mod. 

#110
maxernst

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CybAnt1 wrote...

Curious, though--if you're so bent on this "it doesn't have to be anything like earth's cultures", why should the weapons preferred by a monk class be Asiatic? 


Because as I keep saying, the most enjoyable fantasy settings I've experienced -- which is not limited solely to Forgotten Realms only, mind -- mix Asiatic and European fighting styles, traditions, character archetypes. 

In the end, I don't know whether their ultimate world design decision will exclude these cultural elements or not from their gameworld. I keep hoping they won't. But I wouldn't stop playing if they did. I'll reiterate it still seems weird to me Thedas has elves and dwarves, but no black or Asiatic people. Of course, maybe we just haven't met them yet. 

If they did some kind of class concept based solely on silent sisters, or those semi-"lost" European unarmed combat traditions, that used no Eastern weapons, I'm not saying I would reject it. It might even be intriguing. 

Deep down, I'll still keep hoping to see katanas, though. Maybe a modder will do an Eastern weapons mod. 


Well, it sounds as though there's no way a game developer could produce a setting which we both like because the settings you like invariably strike me as incoherent mishmashes.  The lone exception I can think of is Planescape:Torment--because there's a logical reason why Sigil is a mishmash.  Ironically, your only complaint about the Forgotten Realms (the divine activity & famous NPC's) are the only things that make it distinctive.  Otherwise, it's just another generic fantasy kingdom. 

The reason elves and dwarves appear in DA:O is, I suspect, so that they could explore racial tension in the game without drawing direct analogies to jews, gypsies or African slavery which would invite controversy.  We may, of course see other races, but we've explored one little part of the world, so it's not surprising that there's not much variation in racial characteristics.

And seriously--Katanas?  I agree there ought to be more weapons in DA:O.  The total absence of heavy crushing weapons and polearms is simply bizarre for a world with heavy metal armor and mounted combat.  But what you see as missing is a specific type of sword?  It was emblematic of the silliness of D&D that a katana was considered an "exotic" weapon.  It's a sword.  If you wanted something would actually be a really different option for combat, like a nunchaku, I could perhaps sympathize.

Modifié par maxernst, 10 mai 2010 - 05:19 .


#111
AlanC9

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maxernst wrote...
Ironically, your only complaint about the Forgotten Realms (the divine activity & famous NPC's) are the only things that make it distinctive.  Otherwise, it's just another generic fantasy kingdom.  


Kingdom? Not exactly. The politics are as much a mish-mash as everything else. Though with somewhat more justification, since a DM may want a particular kind of politics for his setting.

And we actually have other races in Thedas besides elves and dwarves. Qunari are not human.

Modifié par AlanC9, 10 mai 2010 - 05:43 .


#112
AlanC9

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maxernst wrote...
The total absence of heavy crushing weapons and polearms is simply bizarre for a world with heavy metal armor and mounted combat.


Well, it's not like we actually have mounted combat. Polearms probably exist in the same way that horses do.

#113
kght22

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silent sister exist, they dont use weapons, they have fought dragons, why no class that is similar to the silent sisters (if you dont think they have fought dragons i think you should read the books)



oh, and this is actualy on the thread's topic

#114
CybAnt1

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Well, it sounds as though there's no way a game developer could produce a setting which we both like because the settings you like invariably strike me as incoherent mishmashes. 


That's why they can't please everybody, and is probably why they made the best possible decision to leave the game open to modders. So that what bothers you, but doesn't bother me, I can put in my game, thanks to a modder. It's a win-win. 

BTW - I'll keep reiterating - I can only go by what they say, and what they've said is "no gods that grant spells" so I know what won't happen. I've never seen a developer statement that "this entire game world is going to be based solely and only on medieval Europe" so ... we'll just have to see. 

#115
tmp7704

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CybAnt1 wrote...

Deep down, I'll still keep hoping to see katanas, though. Maybe a modder will do an Eastern weapons mod. 

There already seems to be a project for that: http://social.biowar...m/project/1785/ with some downloads in it. Don't know if the author is still active but there you go.