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Comparing Monk DPR
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<blockquote data-quote="auburn2" data-source="post: 8250210" data-attributes="member: 6855259"><p>Which is ok because THe monk has a bunch more abilities that make up for the difference in AC.</p><p></p><p>If you assume all classes are perfectly balanced without magic (I know that is a false assumption but it is the baseline) then getting the BOD does not make the monk equal to the fighter, it makes him better (because he was equal without them).</p><p></p><p>Now the fighter getting a shield+1 gives him a +2 AC and gets them nearly but not quite back to equal - I say nearly because the Monk has a lower AC to start with so a +2 saves the Monk more damage than a +2 on the fighter. A +2 at 16 AC is better than a +2 at 20 AC.</p><p></p><p></p><p>Sorcerer, Warlock, Rogue, most Barbarians (because they usually use 2-handed weapons)...</p><p></p><p></p><p>But wielding a shield prevents other actions, it prevents anything you need 2 hands for, and with a sword in your pother hand it prevent a lot of the things I was talking about.</p><p></p><p></p><p></p><p>I am not wrong. Every character class can use scrolls. The only thing that they can't all use is spell scrolls.</p><p></p><p></p><p>Do you really not remember magic items you have?</p><p></p><p>I think the issue is trying to light something on fire (like trolls for exampe or an enemy you just doused in oil). IF it is a dark area you probably already have torches lit.</p><p></p><p></p><p>It happens all the time. Paladins start the gamr with 5 javelins and a shied, fighters start with 2 handaxes. Those are standard options for those classes. The example I used was a multi-attack, but it is just as relevant at first level.</p><p></p><p>Playing mines of Phadelvar (spelling) - the goblin ambush, very first fight for many D&D players - you kill one of the Goblins in the road. Next turn you start too far away to engage the ones in the bushes in melee. You can close 30 feet and hurl a axe/javelin or just not attack this turn.</p><p></p><p></p><p></p><p>Yes, almost every single fight against multiple enemeies. There will be many, many turns where primary melee characters are too far away to get in a melee attack. This includes the first turn in most battles and usually several more turns during the battle if there are multiple foes. If you use theater of the mind it probably happens less often.</p><p></p><p></p><p>As noted earlier +2 AC is more valuable on a lower AC character.</p><p></p><p></p><p></p><p>Most intelligent enemies will target spellcasters and will use things like disengage or just accept opportunity attacks to do it.</p><p></p><p></p><p></p><p>How are you going to take advantage of this? You only get one reaction per person per turn.</p><p></p><p>Giving the enemy free attacks is not a great strategy, but taking ONE free atttack from a heavily armored martial who is optimized for AC and not for damage so you can get to a more lucrative target is generally a good strategy. Further you only get one AOO, meaning if bad guy #1 triggers an AOO then bad guy #2 is not getting attacked when he walks by the blocking character.</p><p></p><p>How much is your sword and board martial going to do on an AOO? If he hits, probably about 12 damage to ONE enemy, or 10 damage if he took defense. He is going to do that or more damage before your next turn anyway, so take the 12 damage now and go chop the sorcerer down! The other option is to stay and fight the armored guy and try to beat his 20 AC and even if you do hit him he probably has a boat load of hps, because well he is a tank. Going after the mage is in general a much better option if you can do it, especially if the blocker is a sword and board in plate.</p><p></p><p>That is one option, depending on the enemy they may try shove or grapple or something to remove the armored guy, while another goes by, or try to go around him. In some cases they have no choice but to engage armored guy and in others it may be the best of a lot of bad choices, but it is hardly always or even usually the best choice.</p></blockquote><p></p>
[QUOTE="auburn2, post: 8250210, member: 6855259"] Which is ok because THe monk has a bunch more abilities that make up for the difference in AC. If you assume all classes are perfectly balanced without magic (I know that is a false assumption but it is the baseline) then getting the BOD does not make the monk equal to the fighter, it makes him better (because he was equal without them). Now the fighter getting a shield+1 gives him a +2 AC and gets them nearly but not quite back to equal - I say nearly because the Monk has a lower AC to start with so a +2 saves the Monk more damage than a +2 on the fighter. A +2 at 16 AC is better than a +2 at 20 AC. Sorcerer, Warlock, Rogue, most Barbarians (because they usually use 2-handed weapons)... But wielding a shield prevents other actions, it prevents anything you need 2 hands for, and with a sword in your pother hand it prevent a lot of the things I was talking about. I am not wrong. Every character class can use scrolls. The only thing that they can't all use is spell scrolls. Do you really not remember magic items you have? I think the issue is trying to light something on fire (like trolls for exampe or an enemy you just doused in oil). IF it is a dark area you probably already have torches lit. It happens all the time. Paladins start the gamr with 5 javelins and a shied, fighters start with 2 handaxes. Those are standard options for those classes. The example I used was a multi-attack, but it is just as relevant at first level. Playing mines of Phadelvar (spelling) - the goblin ambush, very first fight for many D&D players - you kill one of the Goblins in the road. Next turn you start too far away to engage the ones in the bushes in melee. You can close 30 feet and hurl a axe/javelin or just not attack this turn. Yes, almost every single fight against multiple enemeies. There will be many, many turns where primary melee characters are too far away to get in a melee attack. This includes the first turn in most battles and usually several more turns during the battle if there are multiple foes. If you use theater of the mind it probably happens less often. As noted earlier +2 AC is more valuable on a lower AC character. Most intelligent enemies will target spellcasters and will use things like disengage or just accept opportunity attacks to do it. How are you going to take advantage of this? You only get one reaction per person per turn. Giving the enemy free attacks is not a great strategy, but taking ONE free atttack from a heavily armored martial who is optimized for AC and not for damage so you can get to a more lucrative target is generally a good strategy. Further you only get one AOO, meaning if bad guy #1 triggers an AOO then bad guy #2 is not getting attacked when he walks by the blocking character. How much is your sword and board martial going to do on an AOO? If he hits, probably about 12 damage to ONE enemy, or 10 damage if he took defense. He is going to do that or more damage before your next turn anyway, so take the 12 damage now and go chop the sorcerer down! The other option is to stay and fight the armored guy and try to beat his 20 AC and even if you do hit him he probably has a boat load of hps, because well he is a tank. Going after the mage is in general a much better option if you can do it, especially if the blocker is a sword and board in plate. That is one option, depending on the enemy they may try shove or grapple or something to remove the armored guy, while another goes by, or try to go around him. In some cases they have no choice but to engage armored guy and in others it may be the best of a lot of bad choices, but it is hardly always or even usually the best choice. [/QUOTE]
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