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Comparing Monk DPR
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<blockquote data-quote="Chaosmancer" data-source="post: 8246189" data-attributes="member: 6801228"><p>I'm sorry, maybe I misunderstood you. </p><p></p><p>You are taking a character with one attack, and doubling it, correct? That is exactly what Barbarians, Paladins and Rangers get. In fact, that is THE martial feature. Only fighters do it better. </p><p></p><p>And, depending on how the item was phrased, you could have meant "they make an additional attack" and that is basically just a free Haste Action. Never seen people at 11th level say that Haste was worthless. </p><p></p><p>So, how is that worthless to basically turn a wizard into a fighter? Or a Sorcerer into a Ranger? Or a Warlock into a Barbarian? Heck, an extra attack was a good enough feature for a 6th level spell. And if it allowed an 11th level fighter to make 4 attacks, I don't think I need to explain how quickly anyone would grab it. </p><p></p><p>And, to look at your new item... no, that wouldn't be as good. Because you know what also doesn't require martial proficiency, strength, and scales in damage output as you level? Every single attack cantrip in the game. If this item suddenly was attunement for +int mod to a melee firebolt cantrip, it would be far worse.</p><p></p><p></p><p></p><p>And a wand of Fireballs also requires attunement, and can cast six fireballs.</p><p>A staff of Fire can cast three fireballs, along with other spells, and requires attunement</p><p></p><p>A Necklace of Fireballs is the only one that doesn't require attunement, and it is a limited use item, like potion.</p><p></p><p>And. let us not pretend that the Ring of Spell Storing only allows for a single fireball. It allows for a <strong>single spell</strong>. Which is vastly more powerful.</p><p></p><p></p><p></p><p>Great, so you can show me a non-weapon that gives the same bonuses to hit and damage as a weapon but requires attunement, right? Because that is totally a thing someone would make for all those people who can't use weapons. </p><p></p><p>Oh right, there was only ever one. The Insignia of Claws, only from an adventure, not requiring attunement, and capping at +1, while the weapons get +3. Heck, the spellcaster items from Tasha's don't even just give pluses to hit and damage, they increase Spell DC making them far more powerful and thus, attunement.</p><p></p><p></p><p></p><ul> <li data-xf-list-type="ul">Periapt of Health (Paladin)</li> <li data-xf-list-type="ul">Adamatine Armor (Spore Druid and some others)</li> <li data-xf-list-type="ul">Bowl,, Brazier, Censer, Stone of controlling X elemental, along with the Elemental Gems (Any spellcaster with summon, like a Warlock with their Eldritch invocation)</li> <li data-xf-list-type="ul">Broom of Flying, Winged Boots, and Flying Carpet (multiple casters and Dragon Sorcerers)</li> <li data-xf-list-type="ul">Cape of the Mountebank (mid-level wizard for Dimension Door)</li> <li data-xf-list-type="ul">Chime of Opening (low level wizard for Knock)</li> <li data-xf-list-type="ul">Circlet of Blasting (scorching ray)</li> <li data-xf-list-type="ul">Cubic Gate (Gate spell and Plane Shift Spell)</li> <li data-xf-list-type="ul">Deck of Illusions (Major Image)</li> <li data-xf-list-type="ul">Driftglobe (light or Daylight)</li> <li data-xf-list-type="ul">Goggle of Night (Gloomstalker and Twilight Cleric)</li> <li data-xf-list-type="ul">Helm of Comprehend Languages (comprehend Languages)</li> <li data-xf-list-type="ul">Reincarnation Dust (Reincarnate, form Explorer's Guide to Wildmount)</li> </ul><p></p><p></p><p>A handful of others, but I think this makes a pretty big point. Even if quite a few of these are just spells... access to spells is a class feature, just like proficiency in armor. You said that yourself.</p><p></p><p></p><p></p><p>No, like no DM has bothered to even give them to us. And the one time I considered giving them to a player, they asked for something else, because the bonus wasn't worth attunement.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8246189, member: 6801228"] I'm sorry, maybe I misunderstood you. You are taking a character with one attack, and doubling it, correct? That is exactly what Barbarians, Paladins and Rangers get. In fact, that is THE martial feature. Only fighters do it better. And, depending on how the item was phrased, you could have meant "they make an additional attack" and that is basically just a free Haste Action. Never seen people at 11th level say that Haste was worthless. So, how is that worthless to basically turn a wizard into a fighter? Or a Sorcerer into a Ranger? Or a Warlock into a Barbarian? Heck, an extra attack was a good enough feature for a 6th level spell. And if it allowed an 11th level fighter to make 4 attacks, I don't think I need to explain how quickly anyone would grab it. And, to look at your new item... no, that wouldn't be as good. Because you know what also doesn't require martial proficiency, strength, and scales in damage output as you level? Every single attack cantrip in the game. If this item suddenly was attunement for +int mod to a melee firebolt cantrip, it would be far worse. And a wand of Fireballs also requires attunement, and can cast six fireballs. A staff of Fire can cast three fireballs, along with other spells, and requires attunement A Necklace of Fireballs is the only one that doesn't require attunement, and it is a limited use item, like potion. And. let us not pretend that the Ring of Spell Storing only allows for a single fireball. It allows for a [B]single spell[/B]. Which is vastly more powerful. Great, so you can show me a non-weapon that gives the same bonuses to hit and damage as a weapon but requires attunement, right? Because that is totally a thing someone would make for all those people who can't use weapons. Oh right, there was only ever one. The Insignia of Claws, only from an adventure, not requiring attunement, and capping at +1, while the weapons get +3. Heck, the spellcaster items from Tasha's don't even just give pluses to hit and damage, they increase Spell DC making them far more powerful and thus, attunement. [LIST] [*]Periapt of Health (Paladin) [*]Adamatine Armor (Spore Druid and some others) [*]Bowl,, Brazier, Censer, Stone of controlling X elemental, along with the Elemental Gems (Any spellcaster with summon, like a Warlock with their Eldritch invocation) [*]Broom of Flying, Winged Boots, and Flying Carpet (multiple casters and Dragon Sorcerers) [*]Cape of the Mountebank (mid-level wizard for Dimension Door) [*]Chime of Opening (low level wizard for Knock) [*]Circlet of Blasting (scorching ray) [*]Cubic Gate (Gate spell and Plane Shift Spell) [*]Deck of Illusions (Major Image) [*]Driftglobe (light or Daylight) [*]Goggle of Night (Gloomstalker and Twilight Cleric) [*]Helm of Comprehend Languages (comprehend Languages) [*]Reincarnation Dust (Reincarnate, form Explorer's Guide to Wildmount) [/LIST] A handful of others, but I think this makes a pretty big point. Even if quite a few of these are just spells... access to spells is a class feature, just like proficiency in armor. You said that yourself. No, like no DM has bothered to even give them to us. And the one time I considered giving them to a player, they asked for something else, because the bonus wasn't worth attunement. [/QUOTE]
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