Fixing the Monk Class

Trying to balance Monks with other martial classes is going all Mary Sue on them?

As [MENTION=86468]Transbot9[/MENTION] said, they're not regular martial classes. So, in that respect, yes.

It is like trying to match up a rogue, scout (3.5), ninja or similiar with fighters. Yes they're not going to be as good at HIT ENEMY WITH STICK but they do their own thing and do it reasonably well.

Going back to the idea (I hope it was this thread) of which role the monk fits into? Monks would likely replace rogues, though when going for sheer damage output not as well. They aren't a fighter class, they aren't magic users they are people who excel at getting in, killing something and getting out. Or they're good at staying at or near the front lines, living through everything and helping the party fighter do some more damage or lock down enemies. They are most like rogues in the fact they are mage-banes, they aren't meant to go toe to toe with meat sacks. Many can be built in different varieties but that isn't their primary goal.
 

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That's ok, I'm still trying to figure out how they slip through enemy lines to punch enemy mages in the face, because it sure isn't with acrobatics.
 

That's ok, I'm still trying to figure out how they slip through enemy lines to punch enemy mages in the face, because it sure isn't with acrobatics.

Actually, it can be... People tend to forget the speed bonus to Acrobatics for jump checks. Not to mention that a monk can spend a point of Ki to add 20 to jump checks for a round...

In one particular combat, I literally jumped over a pair of Stone Giants to outmanuver them and get to a spellcaster hiding behind them. (I took a pair of AoOs, but that spellcaster was eating us alive at the time.)

Wouldn't have worked if they were *too* much taller, but we all thought it was pretty cool at the time. :)
 

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