Black Omega
First Post
Monks have never really bothered me. DnD is a fairly generic fantasy world. If well known series like the Thomas Covenant books can have monks, why not DnD?
Sanackranib said:my beefs with monks:
too many special abilities
special abilities that no core class should have ie spell resistance and poison imunity, not to mention EVERY save is FAVORED!
at higher level they are too unbalanced ie:d20 hand damage, fast movement, safe fall, sr, dex AND wis to ac etc
yes they cant wear armor but why would you? it would only slow you down. these are all old arguements I have posted here
before and I am not looking to start a flame war on why I should allow monks or why I dont. I just think that as writen they have no place in a "mid-evil" fantasy game. If I were to run an oriental adventure then I would allow them.
Quinn said:So...a monk won't fit your medieval flavor campaign setting, but a martial artist will?
Good call. I had a similar problem with sorcerers initially, thinking them underpowered: then I saw one being played...mouseferatu said:I'll ask you the same question I ask everyone who believes monks are unbalanced.
-snip-
But experience has shown that, in actual play, they are absolutely not unbalanced. For all their abilities, they don't actually turn out any better, in the final analysis, than anyone else.