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Comparing Monk DPR
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<blockquote data-quote="Chaosmancer" data-source="post: 8247464" data-attributes="member: 6801228"><p>You know, this whole 5 weeks thing has been bothering me, I wasn't quite sure where you are getting it from, but I didn't bother to look it up. </p><p></p><p>Just read through the DMG and Xanathars... and it looks like it takes a single week. So, maybe two or two and a half if you combine the selling and the buying into two seperate rolls. So, I have no idea where you got this 5 week number from it seems to be another homebrew rule of your table. </p><p></p><p></p><p>Also, still, this made up number doesn't disprove the point. Equipping a shield = 1 action. Attuning to a magical item = 1 hour. Equipping a shield is faster than attuning to a magical item.</p><p></p><p></p><p></p><p>Seeing as I mentioned the short rests, and the long rest is obvious, not sure why you felt the need to tell me what I already obviously knew. </p><p></p><p>And, speaking of obvious, if I had it attuned before switching over the BoD, obviously it was an item I felt it was neccessary to have ready to go. If it wasn't, I wouldn't have bothered to attune to it in the first place. And, it doesn't need to be the middle of combat. It could be fifteen minutes before the combat, still won't be able to attune to it, since it takes an hour.</p><p></p><p></p><p></p><p></p><p>And a Comfortable lifestyle involves rent and a lot more than just meals per day. That's why meals are listed seperately, because buying food (the thing you were accusing us of not doing) is not the only thing you do under a lifestyle expense. </p><p></p><p>Also, why be such a big spender? There is nothing wrong with modest which doubles the time you just listed if I wanted to go with lifestyle. Which I didn't. I was talking solely about meals.</p><p></p><p></p><p></p><p>Yes, I understand how wizards work. Most of our DMs don't go around ruining primary features of our player characters. </p><p></p><p>Sure, they could destroy the wizard's spellbook, and therefore they should spend massive amounts of money to make multiple copies to hide in various bolt holes around the world... but we don't, because it isn't exactly fun to make them lose everything. Because, even if you get a new spellbook, it won't have all of your spells you didn't have prepared in it, because you have to copy those down, and you don't have the spell formula to copy.</p><p></p><p></p><p></p><p>Well, you are clearly in the top percentage of wealth then. My family's newest and nicest car is my 2005 SUV, which is in the repair shop after I was rear-ended by a lady in a truck. </p><p></p><p>I also note that you didn't mention the Rollex <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p></p><p></p><p></p><p>And yet, you only call for a roll when the situation is in doubt. The players could obviously open the door, there is no doubt, so why force them to roll? </p><p></p><p>Also, all of this has been assuming there isn't a player with a free hand at all near the door, so if the DM wanted to try and force a roll... then the rogue can just open the door for the fighter. There is literally no point in a roll, so why waste people's time?</p><p></p><p></p><p></p><p>Not a lot of spellcasters weilding two-handed weapons, since we were talking about spellcasting with a weapon and a shield. Also, if you are using a two-handed weapon, spellcasting is even easier. </p><p></p><p>Yes, in addition to the spellcasting we were talking about, some people might want to use a big weapon. That is called a choice, and they could just as easily be using a versatile or one-handed weapon. So, I didn't really feel the need to state the obvious.</p><p></p><p></p><p></p><p>20/16 is a total of AC 18. </p><p></p><p>AC 18 is the AC of Full Plate, a completely non-magical item. You claimed, to remind you, that with an ASI and a half-feat "By 12th level they have the heavy armor guy beat and he will never catch back up without magic" By level 12, the Monk without any magical items can at best have an AC of 19. A fighter with plate and shield is still at 20. </p><p></p><p></p><p>Now, if you want to argue a Monk with those scores and BoD, great, the monk can have 21 AC... And a fighter with Full Plate, a shield, and Defensive Fighting Style has an AC of 21, so... how is it that he is beat and can never catch up without magic? It seems instead like the Monk needed magic to be able to catch up with the fighter. Magic, and three ASIs. What did the fighter need? Gold, or to scavenge some Full Plate from an enemy. In theory, if they had the money, 21 AC could be achieved by a 1st level fighter. You need a level 12 monk with a rare magic item, to match. Level 16 if you want to actually beat them. Are you seeing the discrepancy?</p><p></p><p>And, generally, if you are going to compare a character with a magical item to one without, the character with the magical item should be better off. And if you give similiar items to both, they should be equal. Give the fighter a +2 Shield that is the same rarity as the BoD... and they blow the monk out of the water. The monk might be able to catch back up, if the fighter isn't using the Defensive style, but if they are, the Monk needs a SECOND magical item to match their AC. </p><p></p><p>Also, I don't know how your monk is getting more attacks than a 12 level fighter, unless you are talking about spending Ki for Flurry. And "lugging around" the stuff that makes you effective isn't that much of a burden. Especially for a strength fighter. </p><p></p><p></p><p></p><p>Ideally they aren't. Things shouldn't cost more than they are worth. And something that can't be sold isn't given a value. Sure, I guess an insurance investor might give it a value, but concept is still "if I sell this"</p><p></p><p></p><p></p><p>Doesn't really matter what it weighs in the city, since we aren't adventuring, does it? And it is a lot lighter as 1,000 platinum.</p><p></p><p></p><p></p><p>You haven't given me anything else, and you are the one making the claim. I don't tend to support other people's arguments for them</p><p></p><p></p><p></p><p>Which isn't RAW. Sure, you can, but you can also just choose to put things in. Randomly rolled magic items are a bit of a blight in my opinion. </p><p></p><p>(We had a game once where we had saved a celestial realm, and the magic angel dwarves brought us to their forge to give us items. DM rolled. One player got an Oathbow, one player got a Vorpal Sword, one player got a Defender.... I got a shield of Expression. A common magical item that was worse than the magical shield I was already using.)</p><p></p><p></p><p></p><p>IT was your example that you needed AC while sleeping. Presumably you are worried about being attacked at night. Light Armor can be slept in with no penalty. </p><p></p><p>And, they don't get it sure, but the only limit is the money, and they could potentially get 45 gold during level 1.</p><p></p><p></p><p></p><p>If I had to be attuned to an item that was just a glorified prop I wouldn't attune to it. </p><p></p><p>Attunement slots run out fast. I'm not saying I would never use any magical item that didn't have a defined use. Sure, if I had that pipe my character might use it too, sounds like a fun toy. But attunement? Nope, I would never attune to it. It simply isn't worth the cost. </p><p></p><p>And so, again, if your use for this item is literally "if I have nothing better, why not" then it isn't a good item. There should not be a rare magical item that costs attunement that should be comparable to a pipe that makes magic smoke rings.</p><p></p><p></p><p></p><p>Missing the point of "powerful magic item" = mundane armor. You know, the point that is a bit of a concern?</p><p></p><p></p><p></p><p>Again, "rare magic item that requires attunement" = Magic pipe that makes smoke circles. The fact you can even make these comparisons highlights that this item is not worth attunement.</p><p></p><p></p><p></p><p>Well, sure, if I was a shield wearing character with three attuned items. Then again, I'd also be fairly high level... so, good bet that that enemy might also have some magical gear. </p><p></p><p>But again, I don't even see why I would need to drop the weapon in the first place. I just mentioned it because you seem to insist that you must always have a free hand during combat, but you have never once supported that. I've made some guesses, but then showed that those aren't things that come up. So, how about you tell me why I would attack an enemy and then drop my weapon? What is the situation where that free hand is that important?</p><p></p><p></p><p></p><p>You would be right about the game with the one DM, but the other is 90% roleplaying with quite limited combat. </p><p></p><p>And, Charisma is something that you need to invest it pretty heavily for it to be worth it. And since we usually have a bard, warlock or paladin, or a rogue with expertise the Cleric isn't usually called on as the face of the party to make the big rolls. </p><p></p><p>Then again, you seem like your game involves a lot of unneccesary die rolling, so you might be reacting to that. Funny how you never seem to need athletics though.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8247464, member: 6801228"] You know, this whole 5 weeks thing has been bothering me, I wasn't quite sure where you are getting it from, but I didn't bother to look it up. Just read through the DMG and Xanathars... and it looks like it takes a single week. So, maybe two or two and a half if you combine the selling and the buying into two seperate rolls. So, I have no idea where you got this 5 week number from it seems to be another homebrew rule of your table. Also, still, this made up number doesn't disprove the point. Equipping a shield = 1 action. Attuning to a magical item = 1 hour. Equipping a shield is faster than attuning to a magical item. Seeing as I mentioned the short rests, and the long rest is obvious, not sure why you felt the need to tell me what I already obviously knew. And, speaking of obvious, if I had it attuned before switching over the BoD, obviously it was an item I felt it was neccessary to have ready to go. If it wasn't, I wouldn't have bothered to attune to it in the first place. And, it doesn't need to be the middle of combat. It could be fifteen minutes before the combat, still won't be able to attune to it, since it takes an hour. And a Comfortable lifestyle involves rent and a lot more than just meals per day. That's why meals are listed seperately, because buying food (the thing you were accusing us of not doing) is not the only thing you do under a lifestyle expense. Also, why be such a big spender? There is nothing wrong with modest which doubles the time you just listed if I wanted to go with lifestyle. Which I didn't. I was talking solely about meals. Yes, I understand how wizards work. Most of our DMs don't go around ruining primary features of our player characters. Sure, they could destroy the wizard's spellbook, and therefore they should spend massive amounts of money to make multiple copies to hide in various bolt holes around the world... but we don't, because it isn't exactly fun to make them lose everything. Because, even if you get a new spellbook, it won't have all of your spells you didn't have prepared in it, because you have to copy those down, and you don't have the spell formula to copy. Well, you are clearly in the top percentage of wealth then. My family's newest and nicest car is my 2005 SUV, which is in the repair shop after I was rear-ended by a lady in a truck. I also note that you didn't mention the Rollex :P And yet, you only call for a roll when the situation is in doubt. The players could obviously open the door, there is no doubt, so why force them to roll? Also, all of this has been assuming there isn't a player with a free hand at all near the door, so if the DM wanted to try and force a roll... then the rogue can just open the door for the fighter. There is literally no point in a roll, so why waste people's time? Not a lot of spellcasters weilding two-handed weapons, since we were talking about spellcasting with a weapon and a shield. Also, if you are using a two-handed weapon, spellcasting is even easier. Yes, in addition to the spellcasting we were talking about, some people might want to use a big weapon. That is called a choice, and they could just as easily be using a versatile or one-handed weapon. So, I didn't really feel the need to state the obvious. 20/16 is a total of AC 18. AC 18 is the AC of Full Plate, a completely non-magical item. You claimed, to remind you, that with an ASI and a half-feat "By 12th level they have the heavy armor guy beat and he will never catch back up without magic" By level 12, the Monk without any magical items can at best have an AC of 19. A fighter with plate and shield is still at 20. Now, if you want to argue a Monk with those scores and BoD, great, the monk can have 21 AC... And a fighter with Full Plate, a shield, and Defensive Fighting Style has an AC of 21, so... how is it that he is beat and can never catch up without magic? It seems instead like the Monk needed magic to be able to catch up with the fighter. Magic, and three ASIs. What did the fighter need? Gold, or to scavenge some Full Plate from an enemy. In theory, if they had the money, 21 AC could be achieved by a 1st level fighter. You need a level 12 monk with a rare magic item, to match. Level 16 if you want to actually beat them. Are you seeing the discrepancy? And, generally, if you are going to compare a character with a magical item to one without, the character with the magical item should be better off. And if you give similiar items to both, they should be equal. Give the fighter a +2 Shield that is the same rarity as the BoD... and they blow the monk out of the water. The monk might be able to catch back up, if the fighter isn't using the Defensive style, but if they are, the Monk needs a SECOND magical item to match their AC. Also, I don't know how your monk is getting more attacks than a 12 level fighter, unless you are talking about spending Ki for Flurry. And "lugging around" the stuff that makes you effective isn't that much of a burden. Especially for a strength fighter. Ideally they aren't. Things shouldn't cost more than they are worth. And something that can't be sold isn't given a value. Sure, I guess an insurance investor might give it a value, but concept is still "if I sell this" Doesn't really matter what it weighs in the city, since we aren't adventuring, does it? And it is a lot lighter as 1,000 platinum. You haven't given me anything else, and you are the one making the claim. I don't tend to support other people's arguments for them Which isn't RAW. Sure, you can, but you can also just choose to put things in. Randomly rolled magic items are a bit of a blight in my opinion. (We had a game once where we had saved a celestial realm, and the magic angel dwarves brought us to their forge to give us items. DM rolled. One player got an Oathbow, one player got a Vorpal Sword, one player got a Defender.... I got a shield of Expression. A common magical item that was worse than the magical shield I was already using.) IT was your example that you needed AC while sleeping. Presumably you are worried about being attacked at night. Light Armor can be slept in with no penalty. And, they don't get it sure, but the only limit is the money, and they could potentially get 45 gold during level 1. If I had to be attuned to an item that was just a glorified prop I wouldn't attune to it. Attunement slots run out fast. I'm not saying I would never use any magical item that didn't have a defined use. Sure, if I had that pipe my character might use it too, sounds like a fun toy. But attunement? Nope, I would never attune to it. It simply isn't worth the cost. And so, again, if your use for this item is literally "if I have nothing better, why not" then it isn't a good item. There should not be a rare magical item that costs attunement that should be comparable to a pipe that makes magic smoke rings. Missing the point of "powerful magic item" = mundane armor. You know, the point that is a bit of a concern? Again, "rare magic item that requires attunement" = Magic pipe that makes smoke circles. The fact you can even make these comparisons highlights that this item is not worth attunement. Well, sure, if I was a shield wearing character with three attuned items. Then again, I'd also be fairly high level... so, good bet that that enemy might also have some magical gear. But again, I don't even see why I would need to drop the weapon in the first place. I just mentioned it because you seem to insist that you must always have a free hand during combat, but you have never once supported that. I've made some guesses, but then showed that those aren't things that come up. So, how about you tell me why I would attack an enemy and then drop my weapon? What is the situation where that free hand is that important? You would be right about the game with the one DM, but the other is 90% roleplaying with quite limited combat. And, Charisma is something that you need to invest it pretty heavily for it to be worth it. And since we usually have a bard, warlock or paladin, or a rogue with expertise the Cleric isn't usually called on as the face of the party to make the big rolls. Then again, you seem like your game involves a lot of unneccesary die rolling, so you might be reacting to that. Funny how you never seem to need athletics though. [/QUOTE]
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