[spoiler]oh ericgrau and ossian, where have you been in my thread? *
Anyhow, for the OP: a campaign close to core rules starting at level 10 can offer various things to make monks stronger:
- in case of players liking to use grappling tactics, ban/lower the availability of the freedom of movement spell and make huge or larger creatures quite rare. Also make sure that everyone agrees to the rule of grapple checks affected by flurry of blows (i.e. more grapple checks available).
- in case of players liking to play mage banes, give them UMD and spellcraft as class abilities (see my sig below on what a monk can do with them). Leaving them as it is would be OK, but this way you'd have a reasonable chance for 10th level characters to be able to auto-activate wands and recognise what casters do, without said players having to give up on combat feats to also do other stuff with more fun.
- in case players would love to do true wuxia stuff without waving around wands or some such, use the same mechanics - but different fluff (belts or tattoos takin the place of wand effects, for instance).
- if you wish to provide a more mystical/religious aspect to the monk class, allow the sacred fist prestige class or allow free multiclassing of paladin, cleric and monk.
- similarly, multiclassing options with the ascetic feats (I guess in complete scoundrel sourcebook, not sure) would also be good; for roguish monks or monks getting crazy with barbarian level dip etc.
- EDIT: an interesting concept is also the exalted monk with vow of poverty (and even peace?). But may be too overpowered in a near-core-only environment.
Having said that, I guess that allowing flurry/full round attack AND a move in one round would be too overpowered. Think on it: the monk has the most attacks in the game, and the highest move. With roughly core rules, this is almost unbeatable at high levels in combat in terms of damage output reliability.
- Giacomo
* Joker Monk Guide Sequel will be up soon[/spoiler]
Yeah....