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Issues with Summon Monster/Summon Nature's Ally (2004 Thread)

Just for fun, lets look at something to strive for ;)

Level 8 monk (not too far off, but I dont recall how much gold they have)
d10 damage.

Monks belt. (2d6)
Improved natural weapon feat. (3d6)
Item with a few 'enlarge persons' per day. (4d6)

After that, you cant tell me you wont be doing very well for damage ;)
 

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The druid uses a bunch of spells and shines in one combat. What happens if there are two combats during the day? Five combats? Ten?

All spell casting classes will appear to outshine everyone else if they only have a small number of encounters before being able to recharge their spells.

If the DM provides enough encounters during a day then your monk (and a fighter etc) will have plenty of chances to shine since the spell casting classes eventually run out of their oomph spells.

Your problem here isn't monk vs druid, it is in basing a judgement on a single encounter rather than across a typical adventure (which - like it or not - is intended to be a dungeon thrash with multiple encounters within the one day. That is what the designers "balanced" D&D 3+ for).

Cheers
 

Scion said:
Just for fun, lets look at something to strive for ;)

Level 8 monk (not too far off, but I dont recall how much gold they have)
d10 damage.

Monks belt. (2d6)
Improved natural weapon feat. (3d6)
Item with a few 'enlarge persons' per day. (4d6)

After that, you cant tell me you wont be doing very well for damage ;)
27,000gp.

Mike
 

Mmm... I think what rankles, a little, is the 'stuff I don't use/like' = 'broken' attitude.

A monk makes a better scout than a rogue, and possibly even a ranger. Among other things, the good saves will get the monk out of trouble, and the speed will get him back FAST.

A ranger might have a better BAB, but the monk has more attacks. Again, this is a situational thing... singular big, melee-oriented opponents tend to require high BAB. The game can't be balanced for every DM's style, you know. Against multiple opponents, the monk is going to do better than a ranger and possibly even a fighter.

Yes, a monk can't track very well, but for overall stealth, she compares favorably.

I would disagree about the paladin. The paladin gets a boost for saves, true, but over a bunch of levels, having a high save to begin with makes a huge difference. (Though a Pal2/MnkN... mmm.) And out of combat? I disagree. The paladin has... remove disease, and probably a good intimidate. ... And that's about it. Paladins will typically have lousy skills.

I think your crisis of expectations is giving you a somewhat distorted opinion of the class. Maybe that's presumptuous of me, I'm sorry.

What's funny is that monks are so feared in _my_ group that they have been forbidden in other campaigns. Heh.
 

mikebr99 said:
Broken = overpowered
nerfed = underpowered

You shouldn't be looking at changing the Monk... you should be looking at changing classes. The Party needs you to be a Fighter or Paladin or Barbarian... or some combination thereof.

Mike

I'll remember the jargon for the future. :)

However, what I don't get is why shouldn't a monk be as good as a paladin or barbarian in a fight? Especially the paladin, who has strong abilities in and out of combat -- what with making with the healing and all.

I've asked several times what function a monk serves and the most general answer has been "mage-killer." But as Hung pointed out, that's really a once-in-a-blue-moon sort of thing; sure it happens, and its nice to have a monk around for it, but unless the DM basically designs the adventures around the monk it won't happen all that often. Other answers have been, quite literally, stuff like "allowing the rogue to use sneak attack." I think its fair to say that being another character's accessory is very lame.

Another answer has been that monks are very mobile. However, that's sort of a non-answer, I think. For a monk to use their mobility in combat requires them to effectively leave the other party members behind. Not to mention that using the *feat* mobility essentially means getting one shot in, which totally nerfs (see, I do learn now and then :D) one of the key features in the monk class -- the rapid number of melee attacks.

Really, I think the class suffers a very shoddy design. To use one of the key class features -- their incredible mobility -- requires either leaving the party behind or disables another of their prime class traits (being flurry of blows). And I don't think its unfair to say that a monk should be as useful in a stand up fight as a ranger or paladin -- both classes which have substantial utility out of combat, too.

I just don't think that anyone has demonstrated that a monk is as *generally* useful as a paladin, rogue or ranger would be.
 

Part of the problem is that the monk works well in conjunction with other melee characters, which is different from hong's 'reglating to a support role' IMHO. Monks are pretty flexible, and can do great things. When people describe the monk as a support character they don't mean second rate... they mean support like artilery, as in crucial and fight altering.

Everyone has made some good points. Not every character can be a fighter, but a party of 4 fighters would get slaughtered. Having "a support role" is NOT a bad thing, nor does it have to be your only role. A good DM can design a game so that every character's strengths are given a chance to shine.

The character classes in this game have been heavily tested for "balance," and I agree with those who maintain that they are. If you feel your character is underpowered, then you are probably not being given / taking advantage of opportunities for playing up your strengths. Whether that's something you need to think about or something you should talk to your DM about is germane to that situation. In this case, it may be a little of both.
 

Will said:
Mmm... I think what rankles, a little, is the 'stuff I don't use/like' = 'broken' attitude.

A monk makes a better scout than a rogue, and possibly even a ranger. Among other things, the good saves will get the monk out of trouble, and the speed will get him back FAST.

A ranger might have a better BAB, but the monk has more attacks. Again, this is a situational thing... singular big, melee-oriented opponents tend to require high BAB. The game can't be balanced for every DM's style, you know. Against multiple opponents, the monk is going to do better than a ranger and possibly even a fighter.

Yes, a monk can't track very well, but for overall stealth, she compares favorably.

I would disagree about the paladin. The paladin gets a boost for saves, true, but over a bunch of levels, having a high save to begin with makes a huge difference. (Though a Pal2/MnkN... mmm.) And out of combat? I disagree. The paladin has... remove disease, and probably a good intimidate. ... And that's about it. Paladins will typically have lousy skills.

I think your crisis of expectations is giving you a somewhat distorted opinion of the class. Maybe that's presumptuous of me, I'm sorry.

What's funny is that monks are so feared in _my_ group that they have been forbidden in other campaigns. Heh.

Fair enough. I didn't mean to rankle, and I do generally make the distinction between things I merely don't like and things that are unbalanced. Frex, I don't *like* bards (personally) but I don't regard them as being unbalanced.

However, rangers actually have more attacks, eventually. If they go the two weapon fighting track, combined with their higher BAB, they get more attacks, ending up with six (I believe -- in any event, at least six) by 20th level. And most of their track they have as *many* attacks.

I strongly disagree that a monk makes a better scout than a rogue or ranger. Rogues can overcome obstacles that stop monks (locked doors, traps) while the ranger has the ability to track things that monks don't possess. Clearly, your mileage does vary, but rogues and rangers are the ones parties turn to again and again for the actual scouting.

A paladin's saving throws have two abilities feeding into them. Sure, the big bonuses from good saves add up -- but when two abilities feed into a single save, ouch, that can rack up some big numbers mighty fast. And monks get two skill points a level more than paladins . . . nice, but not earth shaking. Plus, they are diplomacy machines if your game goes in for that sort of thing. And they do more than cure disease -- they are pretty solid healers, too. Not quite as good as a cleric, but IME better than druids, and healing doesn't take away any other allocated resources for paladins. They don't have to choose at the beginning of the day whether they will take a healing spell or some other spell -- they can just heal that amount, every day. Which is, I think, an ability of incredible utility. Not to mention their mount and spells. The class features a paladin has, IMO, are far more useful not only to the paladin but the party than the monk's features.

Clearly, your experience varys. Maybe it is just a feature of how my DM runs her game, but since that's the actual scenario I find myself I'm gonna work with what I have.
 

Another good role for the Monk that hasn't been mentioned yet is that he is king of subdual. He can use his unarmed attacks to do subdual damage at no penalty. There must be half a dozen different kind of town adventures where it is a real advantage to be able to knock people out rather than kill them!
 

CPXB said:
Not to mention that with a shuriken you can't add your strength bonus to damage. Rashad's sling does six and a half points of damage on an average successful hit. Not to mention that you can use anything as ammo (albeit with a small decrease in damage). Shuriken damage just doesn't stack up to that.

It looks like you are playing 3.5e, so I have to suggest most strongly that you check out sling and shuriken again. The sling doesn't get any str bonus to damage, while the shuriken do get str bonus to damage and can be used with flurry of blows!

So you can fire one slingstone at +9 for 1d4 or two shuriken at +7 for 1d2+4 each. I know which I'd be going with! (sure keep the sling around for long range encounters, but you're never going to be doing real damage with it).

FWIW when my current PC dies or retires, the next PC I play is going to be a monk... I think I can get some fun mileage out of the class.

Cheers

p.s. my initial post repeats what some others have said... I didn't notice it was a multi-page thread when I first replied I'm afraid.
 

Plane Sailing said:
It looks like you are playing 3.5e, so I have to suggest most strongly that you check out sling and shuriken again. The sling doesn't get any str bonus to damage, while the shuriken do get str bonus to damage and can be used with flurry of blows!

So you can fire one slingstone at +9 for 1d4 or two shuriken at +7 for 1d2+4 each. I know which I'd be going with! (sure keep the sling around for long range encounters, but you're never going to be doing real damage with it).
I might start using those shurikens because I didn't realize in 3.5 that the Str bonus was back -- but slings do add Str bonus to damage as per thrown weapons.

It seems likely that, yeah, he'll be packing both, though. :)
 

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