Disclosure:
Henri Hakl, author of Monk
Unfettered, is a player in my Serpent's Skull play-by-post
game on the Paizo forums, and has recently converted his monk
character in that game to a monk from this book. He has also been a
player in other play-by-post games that I have run (in which he has
also played monks; he likes monks). Naturally, I have done my best to ensure that
this fact has not influenced my response to his book. I have
endeavoured to review it as objectively as I can (insofar as it is
ever possible to objectively review anything).
The
monk class has frequently been the subject of some controversy in 3rd
Edition D&D and Pathfinder. Namely, there are many people who
feel that is underpowered and can't contribute effectively to
adventuring parties over the long term. Various
reasons, both valid and invalid, are given for this. It is a class
that gains great bonuses to mobility (to speed, ability to jump,
etc.), but its principal ability, flurry of blows, requires the monk
to stay in one spot to use. People often mockingly call that same
ability “flurry of misses” in reference to the fact that the
attacks seem to miss more frequently than they hit.
To
be honest, I rather like the monk. I think Pathfinder made some great
improvements over the 3rd Edition version, and I find it an enjoyable
class to use for various NPCs in my games. However, I will concede
that it is a class that requires a certain level of system mastery to
make effective. Without that system mastery, monks can indeed end up
being amongst the weakest of characters.
Not
surprisingly, the various criticisms of the monk have spurred
numerous attempts at reworking or changing the class to improve it in
some manner or other. The recent hardcover Pathfinder book,
Pathfinder Unchained
(review of that book coming in due course) contains an entirely new,
optional version of the monk aimed at addressing these concerns. Monk Unfettered is another
example of a reworking of the class. As a fan of the monk class,
author Henri Hakl has put his own spin on it, producing a class that
aims to be both recognisably similar to the core monk but also
considerably more versatile, allowing players to more easily create
monks inspired by a wide range of sources, and making every monk
unique and interesting.
The
most prominent change in this new monk class is the introduction of
insights. These are
similar to rogue talents and barbarian rage powers. Monks gain access
to one at first level and then an additional insight at every even
level thereafter. And there are a lot of insights to choose from!
Some insights are a
little more powerful and are referred to as
deep insights. A monk
can only use a limited number of deep insights (based on level) at
the same time. Without doubt,
the most impressive part of Monk Unfettered
is the vast number of insights players have to choose from (there
are a full 10 pages of them),
allowing every monk to be different from the last. Some of the
insights will be familiar to players, as several of the core monk's
abilities have been turned into insights. These include abilities
like diamond body, diamond
soul, and abundant step. A few insights are improved versions of
these, such as improved diamond soul, but the majority of them are
brand new abilities not seen in the game before.
The
insights frequently have flavourful names and/or effects. Endless
summer increases 1-round-duration ki
abilities to 2 rounds. Sonic shout allows the monk to use the
Stunning Fist feat at range. There's something wonderfully flavourful
about the monk stunning an enemy with simply a loud yell. It
creates an image in the mind that then spurs on more and more ideas.
If
I have one criticism of the insights, though, it's that it would seem
that, in the attempt to get as many into Monk Unfettered
as possible, their descriptions don't always cover all the rules
details they might need. As flavourful as sonic shout is, the
description isn't clear as to whether this is actually a sonic
effect. The name has the word sonic
in it, but the ability works exactly like a Stunning Fist attempt,
except it can be used on a foe up to 30 ft away (by
making a ranged touch attack),
and Stunning Fist is not a
sonic ability. Apart from the
name, the word sonic
never appears in the description, and there is no
mention of whether or how it works on creatures that can't hear. This
may seem like an obvious thing—of course sonic shout is a sonic
ability, many people might
say; just look at the name!—but
Pathfinder is a game that requires the rules to be precise;
otherwise, some people start to abuse them. Sonic
shout and a few other insights lack that precision. (I
should note that improved sonic shout specifically refers to causing
sonic damage.)
While
insights form the most notable change to the monk, they are not the
only changes. Flurry of blows has been reworked (and renamed as just
flurry to allow for
confusion-free comparison between the abilities). The new flurry
actually slightly decreases the number of attacks a monk gets, but
the monk suffers no penalty for using the ability and all attacks are
at the monk's full base attack bonus. So while the monk may be
attacking slightly less frequently, a larger percentage of those
attacks will hit (a
20th-level unfettered monk gets 6 attacks, all at +15, compared to a
core monk's 7 attacks at +18/+18/+13/+13/+8/+8/+3).
Monk Unfettered states
that the average damage per round for the unfettered monk works out
to be the same as for the core monk (I
haven't double-checked the math, but this seems right).
This may make the change seem a bit pointless at first, but Hakl has
cleverly realised that a large part of a class's “effectiveness”
is based on perception rather than raw numbers. Hitting with a higher
percentage of attacks feels like you are doing a lot more
damage even if the actual numbers average out to about the same
amount, and it is that
perception that makes playing the class fun.
The
unfettered monk's damage die for unarmed attacks also increases a bit
earlier than the core monk's,
with the first increase coming at 2nd level. The rate of increase
after that is the same, but it means that unfettered monks continue
to get higher damage 2 levels earlier than core monks.
One
of the most called-for changes in the core monk is an
increase to the
base attack bonus to the fast progression (like that of fighters and
barbarians). People might therefore be surprised that the unfettered
monk doesn't do this. It keeps the medium progression rate. Flurry is
also based off this bonus (not following a separate bonus like the
core monk). This makes calculating flurry attacks a lot easier.
Indeed, the biggest benefit
to flurry over flurry of blows is that it is much simpler to
calculate—a fact that is especially useful for making multiclass
monks.
I
mentioned above that flurry gives slightly fewer attacks per round
than flurry of blows. This means—perhaps somewhat
paradoxically—that 1st-, 2nd-, and 3rd-level unfettered monks only
get one attack when making a flurry. As flurry is a full-round action
and uses the same attack bonus as a single attack action, one might
wonder why anyone would ever use a flurry at these levels instead of
a standard action attack. I did a double-take myself when I first saw
this. However, there is method to the madness. For many monks, there
may well end up being no point to a flurry at the first few levels;
however, there are several insights that can be taken at low levels
that affect flurry attacks. Accurate self, for example, provides a +1
bonus to flurry attacks (this
improves at higher levels).
Thus, a 1st-level monk with accurate self has the choice
to take a full-round action to make a single flurry attack with that
+1 bonus, or to use a standard action without the bonus but still
having the benefit of making a move action.
Unfettered
monks also retain several of the core monk's abilities as class
features that are not insights. These include armour class bonuses,
evasion, ki, and fast
movement.
Speaking
of fast movement,
the unfettered monk addresses the movement/flurry dichotomy through
insights. Divine wind, for example, allows a monk to make a flurry at
the end of a charge. Tackling the problem in this way does mean that
many monks (those who do not take the appropriate insights) will
still have that dichotomy, meaning that they'll be very fast, but
unable to use that speed to much effect in combat. I'm not entirely
sure this is the best way to deal with this, but on the plus side,
those monks will have other abilities to make up for it.
A
little under half of Unfettered Monk
is devoted to describing the class abilities, including insights, but
there is more in
the book. The book also offers a small selection of new feats, some
new monk-themed magic items, and numerous new favoured class options.
Many of the favoured class options provide incremental improvements
to abilities gained through insights. Normally, favoured class
options are race-specific, but the ones offered here
do not appear to be
(and strangely, the book offers no explanation for this, even though
Hakl does a very good job of explaining decisions throughout the rest
of the book). It would seem that anyone can take them. I'm not sure
this is the best idea. I can see an argument for making favoured
class options for all classes available to every race regardless, but
doing it for one class and not others is a bit of a bad precedent.
Still, this is something that individual GMs can easily adjudicate
and adjust for their own games, if necessary.
Monk
Unfettered also contains seven
sample monks ranging from 1st to 19th level.
These NPCs can be easily dropped into any campaign (always nice to
see GM time-saving devices like these), but they also demonstrate the
amount of diversity possible through chosen insights. Each of these
monks is a very different character with very different abilities,
yet all still identifiably monks.
One
thing I really like in Monk Unfettered
is that it is very open about the processes that went into designing
the new class and why various decisions were made. There is an entire
section at the end devoted to this, as well as comments throughout
the book. It reminds me of Paizo's early GameMastery adventure
modules which sometimes had sidebars explaining decision-making
processes. There are also suggestions for how to use existing
archetypes with the unfettered monk (and a discussion why most of
them don't really work with the new monk).
Overall,
I'm not sure Monk Unfettered will
satisfy many people's
complaints about the core monk, though it certainly will satisfy some. Even though some things, like flurry,
are simpler, I suspect it will still take some system mastery to make
a fully effective unfettered monk. That said, that's not necessarily
a bad thing. It just means the class won't be for everyone. One thing
Monk Unfettered
definitely does succeed at, though, is expanding the versatility of
the monk class. Monks created through this book have a much wider
degree of choice available to them, meaning players can create more
different kinds of monks than ever before. I suspect that any group
that chooses to use this book will gain a lot from it.
Thanks Navior (or should I say Michael?) - it's always great to see another review of my take on the monk.
ReplyDeleteAs I am steadily developing errata and small updates for the PDF, I would appreciate as full a set of uncertainties as you are willing to share. For example, you mentioned the Sonic Shout insight. (Perhaps it would surprise you, but by my reckoning it isn't a sonic effect, hence does not make mention of being sonic. The monk could even be in an area of silence; the insight only specifies that the monk be able to shout - not that he be audible. That said, I can see how different players may rule that differently, and on the whole I think that is okay. I like to think of the name as purely a flavor component, so it shouldn't be read as part of the rules text; the insight may as well have been called "Master Lim's Technique". That said, there may be value in explicitly removing elements that can give a "audio" flavor to the insight, and leave those details to the descriptive powers of the player themselves.)
Regarding favored class bonuses: the design is purposefully not restricted by race, Instead restrictions akin to feats are used (minimum Wisdom, requires a particular insight, etc) - I think it would be *great* if Paizo picked up the idea and implemented it for all their classes. But, naturally, Monk Unfettered isn't the place to present extended favored class options for all the other classes. I didn't go into any length on why I made that design decision, it just seemed a good idea to me and obvious enough not to require explicit mentioning. So I limited it to introducing them as "Unlike normal favored class bonuses, most of the options offered here possess prerequisites that must be met before the favored class bonus can be taken."
Do you do requests for anyone or just your friends? Because I have a friend who wrote a script for Dr Who. It's been published online. He's a semi-professional with half a foot in the industry. I think you'd like it. Or not. I want to see what an experienced Whovian like yourself thinks. If you're interested I can give you more details.
ReplyDeleteI'm open to requests from anyone. I can't make any promises on how quickly I'll be able to get to it, but I will get to it. And of course, any review I write will be my honest opinion, good or bad.
DeleteFeel free to give me more details.
That's fine as long as the option is open! His name is William Carlisle but online he uses the moniker of either MrTARDISreviews or Trilbee. You may have listened to his Dr Who reviews on his youtube. He has a degree in fictional film production from Salford in Manchester. The script is here http://trilbee.com/showreel/doctor-who-generations-portal-to-the-past-script for you to see. It makes reference to a fan project which he was asked to do it for. The video isn't linked there (because he wasn't satisfied with it) but it is here https://www.youtube.com/watch?v=pzgUYedMwYc although it was never finished. He says he's done a better Dr Who script which remains unpublished (a ghost story apparently). He also wrote and directed the pilot for a sitcom called Meatspace as part of his end of year project which he aims to make a full series (which I have seen during the 24 hours it was put online in 2014) although that has since been rewritten after feedback. Hope you enjoy.
DeleteAlso, if you do review do NOT credit J.S for showing you. I'm not actually his "friend" I'm an active and respected member of his fandom. I'd rather not be directly credited as the reason for the review. Although I will be linking it to him, positive or negative. He won't mind the publicity at all.
Thanks for drawing my attention to it! I'll take a look at it.
DeleteWould you like me to delete this correspondence to maintain your anonymity (since currently anyone can read these comments)?
Your choice.
Delete