The decrease in unarmed damage mirrors the fact that small sized characters must use weapons that are one-size category smaller than medium sized characters. The decrease in weapon size typically reduces the damage die by one (i.e. longsword does d8 damage, shortsword does d6). So small sized fighters, rangers and barbs really suffer a similar penalty, just in a less transparent way.Arc said:I've always wondered why the monk class used size as a determinant in damage dealt, speed etc.
MarauderX said:_______Halfling____Half Orc
Str----------12-------------18
Dex---------18-------------12
Con --------12-------------12
Int ---------10-------------10
Wis---------16-------------16
Cha---------8---------------6
AC----------18-------------14
HP--------15-36---------15-36 (Average ~24)
Fort--------+6-------------+5
Reflex------+9-------------+5
Will----------+8-------------+7
BAB melee--+9*----------+7**
BAB ranged--+8-----------+4
Damage----1d6+1**----1d8+5**
Feats---Weapon finesse-----Power attack
-----------Power attack-----------Cleave
Mike Sullivan said:
Doesn't Power Attack require a 13 str?
wolfen said:In this setup, at 3rd level you are able to keep away from danger and still make a difference. A reasonable monk can usually manage to get to an enemy flank. Then (from 20 feet away) you can hurl darts (+7/+5 to hit) doing (1d6+1d4+STR+1). That's averaging something like 8pts per dart, 2 darts per round. That's decent for a halfling monk. When you throw in magic darts (like glitterdust darts) he gets downright useful.
Darklone said:
MarauderX: Power Attack isn't really worth it for a monk char... you'll have problems enough to hit at all.
MarauderX said:Or he could just try to clobber the guy with one punch, using all +9 on the damage in addition to the d6, but needing a 15 to hit him.
MarauderX said:
Hm... with a +9 at 4th is respectable with our group, and if our opponents are easier to hit than normal then applying the attack bonuses to damage instead could take them down much more quickly.
Perhaps I need to clarify my reasoning of this.
For example, with an opponent AC=15, he could choose to attack in a couple of ways. 1st, he could ignore the power attack and just hope to hit the guy only needing a 6 to hit and doing 1d6+Str. This attack would be good for trying to tag someone to prevent a spell, or to use stunning fist. He could use flurry of blows instead, needing an 8 to hit each time and doing 1d6x2 damage. Or he could apply +2 to the damage of each blow and need a 10 to hit. Or he could just try to clobber the guy with one punch, using all +9 on the damage in addition to the d6, but needing a 15 to hit him. The choices are pretty good, and really offsets the lessened amount of damage he will do for being small.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.