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How is a Monk viable?
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<blockquote data-quote="two" data-source="post: 1699906" data-attributes="member: 9002"><p>Listen, if the only thing people cared about was the "relentless pursuit of maximum lethality," nobody would ever play a monk ever, period. Monks are not, can't be, won't ever possibly match the maximized damage output of any other class, bards included. </p><p></p><p>That's not really what we are talking about.</p><p></p><p>Of course, the other obvious comment is that when you play D&D you get 75% or more of your experience points from, well, killing stuff. If you design a PC that can't kill stuff, at some level, you should be playing another system that will be more rewarding for your type of play. Pretty clear.</p><p></p><p>The problem is, I think, the archetypical monk is something given to us from movies, tv. etc. in which an unarmored guy dances around, uses powerful quasi-mystical inner powers, and lays down some good smackage. You know, he/she punches, and people fly back. I think we can all agree on that. There in fact exists no martial arts movie where the martial arts hero dances around, sets up his pals for flanking, uses his inner mystical powers to help his rogue friend sneak attack, and chases down some fleeing nearly-dead mook. </p><p></p><p>Yet, that's what the D&D monk excells at. Well, plus being the last guy standing after a magical artillery barrage.</p><p></p><p>So, if you get your kicks from doing stuff completely at odds with the "martial artist" concept kicking around our culture (however silly and unrealistic it is), play a D&D monk. Be aware, however, in a game where killing stuff is a premium, an inability to kill stuff is bad for the party, plus many people find it boring after a while (my monk flanks again, setting up the rogue...tell me when my next turn is, thanks, I'll be reading).</p></blockquote><p></p>
[QUOTE="two, post: 1699906, member: 9002"] Listen, if the only thing people cared about was the "relentless pursuit of maximum lethality," nobody would ever play a monk ever, period. Monks are not, can't be, won't ever possibly match the maximized damage output of any other class, bards included. That's not really what we are talking about. Of course, the other obvious comment is that when you play D&D you get 75% or more of your experience points from, well, killing stuff. If you design a PC that can't kill stuff, at some level, you should be playing another system that will be more rewarding for your type of play. Pretty clear. The problem is, I think, the archetypical monk is something given to us from movies, tv. etc. in which an unarmored guy dances around, uses powerful quasi-mystical inner powers, and lays down some good smackage. You know, he/she punches, and people fly back. I think we can all agree on that. There in fact exists no martial arts movie where the martial arts hero dances around, sets up his pals for flanking, uses his inner mystical powers to help his rogue friend sneak attack, and chases down some fleeing nearly-dead mook. Yet, that's what the D&D monk excells at. Well, plus being the last guy standing after a magical artillery barrage. So, if you get your kicks from doing stuff completely at odds with the "martial artist" concept kicking around our culture (however silly and unrealistic it is), play a D&D monk. Be aware, however, in a game where killing stuff is a premium, an inability to kill stuff is bad for the party, plus many people find it boring after a while (my monk flanks again, setting up the rogue...tell me when my next turn is, thanks, I'll be reading). [/QUOTE]
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