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How Good/Bad are Monks?
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<blockquote data-quote="Eltab" data-source="post: 6818342" data-attributes="member: 6803337"><p>My AL Wood Elf Monk just spent Winter Fantasy playing Ranger: +1 longbow vs insubstantial undead.</p><p></p><p>- Monks slay the enemy via the Death of 1000 Cuts, not via a nova. Do not expect to pound anybody into the pavement.</p><p>- You are a recipient of the naval miniatures "explode-able British Battlecruiser Rule": you can move fast but have no armor and mediocre HP. You are a Skirmisher, not a Tank.</p><p>- Think up clever things to do, it's part of the monk mystique. Facing a Mummy, spend your first turn's attack to throw a Flask of Oil all over it. Then your friend uses a Fire spell or flaming arrow. The Mummy is now on fire, which does extra damage at the start of its turn. Plus it is vulnerable to Fire damage !</p><p>- When you can use Stunning Strike, you turn into a status-effect Striker. Shut down whoever Team Hero needs to kill next. If you are Open Hand, you can also (for free!) try to push him 15' closer to your friends - make their day easier.</p><p>- Quarterstaff in both hands seems like the best melee weapon. Carrying a few Spears along to throw across the room sounds like a good idea too.</p><p>- You are mid-range for damage, but can be more consistent at it. At low levels, Attack + Martial Arts (bonus action) FEELS like having "Advantage" - one or the other will hit, sometimes both but rarely neither.</p><p>- You are too modest: YOU banned Monks at your table; you've said so in previous threads. But kudos for asking around for opinions on the subject.</p><p>- Monks also make good Scouts, since WIS (hence Perception) must be high, plus you can flee danger.</p></blockquote><p></p>
[QUOTE="Eltab, post: 6818342, member: 6803337"] My AL Wood Elf Monk just spent Winter Fantasy playing Ranger: +1 longbow vs insubstantial undead. - Monks slay the enemy via the Death of 1000 Cuts, not via a nova. Do not expect to pound anybody into the pavement. - You are a recipient of the naval miniatures "explode-able British Battlecruiser Rule": you can move fast but have no armor and mediocre HP. You are a Skirmisher, not a Tank. - Think up clever things to do, it's part of the monk mystique. Facing a Mummy, spend your first turn's attack to throw a Flask of Oil all over it. Then your friend uses a Fire spell or flaming arrow. The Mummy is now on fire, which does extra damage at the start of its turn. Plus it is vulnerable to Fire damage ! - When you can use Stunning Strike, you turn into a status-effect Striker. Shut down whoever Team Hero needs to kill next. If you are Open Hand, you can also (for free!) try to push him 15' closer to your friends - make their day easier. - Quarterstaff in both hands seems like the best melee weapon. Carrying a few Spears along to throw across the room sounds like a good idea too. - You are mid-range for damage, but can be more consistent at it. At low levels, Attack + Martial Arts (bonus action) FEELS like having "Advantage" - one or the other will hit, sometimes both but rarely neither. - You are too modest: YOU banned Monks at your table; you've said so in previous threads. But kudos for asking around for opinions on the subject. - Monks also make good Scouts, since WIS (hence Perception) must be high, plus you can flee danger. [/QUOTE]
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