Skip to main content

Monks for Five Torches Deep

Five Torches Deep is a roleplaying game that mix the rules of D&D 5e and OSR games philosophies (my review is here). Some thing that is left out from FTD is the monk class. I can totally see why it was not included, as the last thing I would imagine in a western fantasy setting is a wuxia monk. While it was introduced in an old school edition (OD&D's supplement Blackmoor), not much people actually played with them. High restrictions for a low HP fighter with some spells and skills made this class overlooked. However in 5e they are amazing. Multiple attacks and increased movement make them the perfect controllers in combat. My players are going to miss them from FTD.

So, in order to experiment with FTD class system, the monk is the perfect guinea pig. FTD has classes and archtypes. Classes are what define your character, while archetypes are subclasses that offer some features and bonuses. The four classes and the 12 corresponding archetypes in FTD are:

  • Warrior: Barbarian, Fighter, Ranger
  • Thief: Assasin, Bard, Rogue
  • Zealot: Cleric, Druid, Paladin
  • Mage: Sorcerer, Warlock, Wizard
Should monks be class or archetype? In order to be a class it should have some subdivision that could become their own archetypes. I prefer to go for archetype with this one. The question now if wich class should monks be tied with. Fighters have already multiples attack per turn, thieves are dodgy and zealots have the "mystic" aura of a monk. I will go for thief, but all options are valid.

I wont use ki points for two reasons. One, it wasnt in OD&D/AD&D; Second, the mechanic would be too wordy for the reduced space archetypes have in the rulebook. 

First, all archetypes gain some proficiency bonus. They should receive a bonus to athletics, but also things related with "the power of the mind". I want them to stun opponents, have good damage unarmed, and maybe give them and additional attack. They also should have a pair of rolls with advantage. Lets work.

Monk Archetype
You gain your proficiency bonus to perception, insight, and athletics related checks. Gain one feature at level 3 and 7.

Attack rolls of 19-20 stuns enemy for 1 turn.
Advantage to resist spells Dont receive damage for falling  
Additional unarmed attack   Advantage to resist diseases
Self induced death for 10' Unarmed does1d6 damage

Comments

Popular posts from this blog

Five Torches Deep review

I used to play a lot of roleplaying games, however the games I like to run are a lot simpler than the games my friends like. Stuff like Fate Accelerated, Wushu or Laser and Feelings. Is not that I dislike D&D5e or World of Darkness, but I dislike reading big books, having a session just to make characters (sometimes several sessions) and having " homework " to do. When I played D&D5e some months ago, I hated when my DM texted me so I read the book to choose features. He even criticize my character because it wasnt opimized enough. I dont like that kind of D&D. The problem with disliking popular things is no one want to play with me. Where I live all the gamers want to play D&D or Shadowrun. Even if I say that we can play Fate in a D&D-esque setting, people would still prefer to play D&D5e. So I needed a middle ground between rules lite and similitud with D&D. And here is when Five Torches Deep enter the ring. Five Torches Deep (FTD) is a D&

LotFP Character Sheet Card

I will run a Lamentations of the Flame Princess game this weekend in a convention. I still dont decide between Tower of the Stargazer or A God that Crawls. Anyway, I will have to "compete" against multiple D&D5e tables for players. So I want to have a really nice presentation. In addition to using Pathinder Pawns and a drawn map, I will print some character cards I designed. Disclaimer: I did not draw the characters, I just looked them in google. If you did draw them, please do not demand me. I design it to include, what I believe, the most important information of the game: Attributes, Saves and Skills. Also a nice picture of the character to put players into context. There is no encumbrance chart nor inventory. Given I will run a one-shot, I dont think we will care too much about inventory management. Note that I removed Sneak Attack  from the skill list. I wanted nine dice in the middle (and beacuse I never liked the fact that is in the skill section, but you