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Comparing Monk DPR
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<blockquote data-quote="Lord Twig" data-source="post: 8242474" data-attributes="member: 31754"><p>A +1 AC seems hardly worth it. Honestly I was considering making it a +5 AC for one extra ki point making it equivalent to the Shield spell, but didn't want to create yet another ability that cost ki so lowered it to +3 and just added it to the existing Dodge action.</p><p></p><p>Another reason why I don't think this is a problem is that a frequent argument I have heard is that if the monk uses Patient Defense the DM just decides not to attack them. That is pretty lame in my opinion, but it is what it is. So I decided to double down and make the monk VERY hard to hit. He is giving up 3 attacks at the point for the same 1 ki point, so it should be worth it. Ideally the monk would run into the middle of a bunch of enemies with his amazingly low hit points of 90 compared to the fighters 101 hit points, maybe stun one or two opponents, taunt them, then Patient Defense. If they attack there is a good chance they will miss, if they try to move away from him he can opportunity attack one of them and try to stun them again.</p><p></p><p>All of this stunning is of course optional. Personally I would try to limit my expenditure of ki to 1 or 2 points a round. I think the threat of a stun is almost as good as the stun itself. Consider that if you attempt to stun the bad guy once and he makes his save, on his next turn he has to decide should he ignore the "useless" monk, knowing that the monk could try to stun him again, and he might not succeed on his save next time, and go after some one else? Or should he try to take out the monk so he doesn't have to worry about being stunned anymore? Being stunned is such an incredibly bad state to be in that it should scare the bad guy enough that he does something to avoid it, and thereby do something that is probably less optimal than he would do otherwise. And of course if the stun actually sticks the bad guy is in the aforementioned very bad state.</p><p></p><p>Finally, you would take Step of the Wind because you need the extra movement, and/or if you really need to move away from a BBEG and can't take the chance of getting hit. A dragon or giant with a +11 to hit still has a very good chance of hitting you even if you Dodge and have an AC over 20 (and your AC, even with the +3, at level 11 will be something like 21 or 22 on the high end). If you are running then one hit will probably drop you. Why not use Step of the Wind and run 150' away with no one able to hit you at all? Also you can jump about 30' (with a 10 Str), which should clear just about any obstacles.</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 8242474, member: 31754"] A +1 AC seems hardly worth it. Honestly I was considering making it a +5 AC for one extra ki point making it equivalent to the Shield spell, but didn't want to create yet another ability that cost ki so lowered it to +3 and just added it to the existing Dodge action. Another reason why I don't think this is a problem is that a frequent argument I have heard is that if the monk uses Patient Defense the DM just decides not to attack them. That is pretty lame in my opinion, but it is what it is. So I decided to double down and make the monk VERY hard to hit. He is giving up 3 attacks at the point for the same 1 ki point, so it should be worth it. Ideally the monk would run into the middle of a bunch of enemies with his amazingly low hit points of 90 compared to the fighters 101 hit points, maybe stun one or two opponents, taunt them, then Patient Defense. If they attack there is a good chance they will miss, if they try to move away from him he can opportunity attack one of them and try to stun them again. All of this stunning is of course optional. Personally I would try to limit my expenditure of ki to 1 or 2 points a round. I think the threat of a stun is almost as good as the stun itself. Consider that if you attempt to stun the bad guy once and he makes his save, on his next turn he has to decide should he ignore the "useless" monk, knowing that the monk could try to stun him again, and he might not succeed on his save next time, and go after some one else? Or should he try to take out the monk so he doesn't have to worry about being stunned anymore? Being stunned is such an incredibly bad state to be in that it should scare the bad guy enough that he does something to avoid it, and thereby do something that is probably less optimal than he would do otherwise. And of course if the stun actually sticks the bad guy is in the aforementioned very bad state. Finally, you would take Step of the Wind because you need the extra movement, and/or if you really need to move away from a BBEG and can't take the chance of getting hit. A dragon or giant with a +11 to hit still has a very good chance of hitting you even if you Dodge and have an AC over 20 (and your AC, even with the +3, at level 11 will be something like 21 or 22 on the high end). If you are running then one hit will probably drop you. Why not use Step of the Wind and run 150' away with no one able to hit you at all? Also you can jump about 30' (with a 10 Str), which should clear just about any obstacles. [/QUOTE]
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