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Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1469362" data-attributes="member: 16936"><p>Oh, I remember what it was like to have the wrong character in the wrong party in the wrong campaign and feel useless as a result. You have my sympathy.</p><p></p><p>Our current game (3.0) has a monk character in it, and our monk's player has had the same complaint about not really knowing what he can do to be really cool. Since it's a 3.0 game, any time we run into something that requires a magic weapon to hit, he's basically useless. Any time we run into something that doesn't give a damn about bludgeoning damage (it's happened a few times now), he's basically useless. Most of the things we fight have huge Fortitude saves, so stunning blow attempts are basically useless. And then, adding insult to injury, he's been screwed by hit point roll after hit point roll and only recently passed the <em>wizard's</em> max HP.</p><p></p><p>Meanwhile, we've got a paladin who deals out sickening amounts of damage on every hit, and a wizard killing the sh-t out of everything that the paladin can't reach. Compared to those two, our monk tends to look and feel a bit inferior.</p><p></p><p>What our monk has going for him is that he's basically got the best base armor class of anyone in the party; if he's trying not to be hit, odds are nothing's going to hit him. He's the only other fairly stealthy character, so he can go up and scout with the ranger/rogue...and since they both have evasion, the wizard can count on them to hold a front line for one or two rounds while the big reflex-save area-effect spells go off. He also routinely flanks with the ranger/rogue (granting sneak attack damage to the rogue and negating the flurry of blows penalty for him). So while he may only provide a trickle of damage in relative terms, it's a fairly consistent trickle of damage in most fights; as long as the bad guys don't have damage resistance, he's dangerous to them.</p><p></p><p>And honestly, without him there to back her up, our ranger/rogue would be totally useless, so for the most part our monk has been most successful filling the "utility combat" role: he's not the superstar taking down the big uglies single-handed, but he's always <em>right there</em> when he's needed most, taking the pressure off. Between that and expanding his out-of-combat role (he's got some good feats and advantages that no one else does), and all the various buffing spells the wizard can cast on him (there are nearly twice as many spells that can help the monk than there are for any other class), he's holding up pretty well.</p><p></p><p>--</p><p>as the wizard's player, i consider it my solemn duty to find new spells to cast on the monk</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1469362, member: 16936"] Oh, I remember what it was like to have the wrong character in the wrong party in the wrong campaign and feel useless as a result. You have my sympathy. Our current game (3.0) has a monk character in it, and our monk's player has had the same complaint about not really knowing what he can do to be really cool. Since it's a 3.0 game, any time we run into something that requires a magic weapon to hit, he's basically useless. Any time we run into something that doesn't give a damn about bludgeoning damage (it's happened a few times now), he's basically useless. Most of the things we fight have huge Fortitude saves, so stunning blow attempts are basically useless. And then, adding insult to injury, he's been screwed by hit point roll after hit point roll and only recently passed the [i]wizard's[/i] max HP. Meanwhile, we've got a paladin who deals out sickening amounts of damage on every hit, and a wizard killing the sh-t out of everything that the paladin can't reach. Compared to those two, our monk tends to look and feel a bit inferior. What our monk has going for him is that he's basically got the best base armor class of anyone in the party; if he's trying not to be hit, odds are nothing's going to hit him. He's the only other fairly stealthy character, so he can go up and scout with the ranger/rogue...and since they both have evasion, the wizard can count on them to hold a front line for one or two rounds while the big reflex-save area-effect spells go off. He also routinely flanks with the ranger/rogue (granting sneak attack damage to the rogue and negating the flurry of blows penalty for him). So while he may only provide a trickle of damage in relative terms, it's a fairly consistent trickle of damage in most fights; as long as the bad guys don't have damage resistance, he's dangerous to them. And honestly, without him there to back her up, our ranger/rogue would be totally useless, so for the most part our monk has been most successful filling the "utility combat" role: he's not the superstar taking down the big uglies single-handed, but he's always [i]right there[/i] when he's needed most, taking the pressure off. Between that and expanding his out-of-combat role (he's got some good feats and advantages that no one else does), and all the various buffing spells the wizard can cast on him (there are nearly twice as many spells that can help the monk than there are for any other class), he's holding up pretty well. -- as the wizard's player, i consider it my solemn duty to find new spells to cast on the monk ryan [/QUOTE]
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