>Be me, 100 year old Eldar >Live on a very minor Craftworld with a nobility and royalty styled ruling system >The craftworld was separated into parts, all controlled by Dukes, who as well had their territories split and controlled by lower ranked nobility, and so on >The Dukes formed the High Council, where they decided whatever happens in the craftworld, and overseeing them was the Royal family >I was born into one of the Duke houses, which was both a blessing and a terrible curse >I started on the Path of the Thought Talker as soon as I could, to the dismay of my father >Ended up mastering it surprisingly fast and with none of the feared 'Warp Accidents' >Since I had nothing left to do regarding that path, I ended up leaving it for the Path of the Scholar >However, as time passed, I kept getting a weird gut feeling of sorts, that something was missing, that something was wrong
>>77753117 Yes anon you're right I loved hundreds of years ago and bought some niggers from some other niggers to harvest my tobacco because I'm just too damn lazy and greedy to pay people a living wage, you fucking caught me, now I can't complain.
>>77760875 That fixes the immersion problem, but the player still wants to get a weapon far beyond the scope of his level, or the campaign we're playing. I'm afraid of either the DM giving in to him, the player doing some shit that we have to deal with as the whole group or the (rather unexperienced) player leaving out of disappointment.
>>77759052 >>77759239 Talk to your DM about this and be as honest and open about the issue as possible. Discuss ways to tie your character deeper into the lore of the setting and the story of the campaign in a way that elevates your character to the appropriate scale of a level 10 party without overshadowing the other players, preferably while they all get similar treatments if they have not established their character scope on that level already.
That said, you can also just go the route of 'the hour picks the man' kind of philosophy. My paladin started at level 1 as a hermit who found god in the mountains and then came down from his shack to smite all the evil he could find. By the end of the campaign he had founded his own religion that had become the official faith of several kingdoms and became the king of a moderately sized city-state. He never really grew in scope as a character so much as his continued gaining of player levels meant that he had proof his new god was real, and liked what he was doing, and that was enough for him, and typically enough to convince the various peasants watching him perform miracles to join his weird cult and help fight the orc invasion.
As a monk, you have access to inherently quasi-magical abilities and supernatural aspects that clearly mark you above the average person in any setting. As you gain more levels, that power increases and you gain more clearly abnormal supernatural aspects and abilities. Depending on your character, you can take this as a sign of being chosen by destiny, of your own neichiezeian tier superiority as a mortal rising above your mortality as an overman fueled by your own shonen punch-power, or even build it into an effort to understand the true source of your abilities as even you don't know why you are so strong.
>>77761096 but if your gonna bonus action disengage anyway, why not just play a swashbuckler? it'll let you do the same damage without the level investment and you will still have your cunning action to dash/hide
That's it. My tax return came in today and I'm only buying 2 (two) cards and saving the rest. I'm going to get a Borderless Jace (non foil) and a Fierce Guardianship/Mana drain. Still deciding which is better.
>>77761141 Ok, I'll bite. Abnett is known for bending and breaking fluff/lore to shell his own plots and special OCs. He's also known for dropping BIG REVEALS that most of the time are cringe, have no fucking sense and most important shit on previous lore that was doing fine. Fortunately he wrote only 3 or 4 WHF novels and I hope it stays that way.