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General Tabletop Discussion
*Pathfinder & Starfinder
Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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<blockquote data-quote="Scion" data-source="post: 1475212" data-attributes="member: 5777"><p>You have some very easy traps in your games I see <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Some traps are there to make things impassible, hit multiple people, or simply to warn everyone that you are there. If the whole complex now knows where that you are there, and possibly where, that is the problem. Cure light wounds wont help at all!</p><p></p><p></p><p></p><p>Which is all well and good, but I'd still like to see what you both have. The fighter just doesnt live up to his name without some major dm help.</p><p></p><p></p><p></p><p>So the fighter is pure melee and nothing else, that starts to make more sense. But then, as the fighter is 'only' good in combat, he should be able to master both melee and ranged. Once again, not living up to 'fighter' status <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>But then he could hide behind something to avoid those flame strikes, attack from cover to get some bonuses to his saves, use a simple potion of flight to take the fight to you, or any number of other things. Still though, I would expect just about any class to win vs the fighter, so this is no real surprise.</p><p></p><p></p><p></p><p>As you wish of course <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I'll try to reply as best I can, hopefully it will make sense (it is getting very late, and it has been a long day)</p><p></p><p></p><p></p><p>Every class is 'heavily' dependent on gear. Different sorts of gear for different classes, but a class 'with' gear vs a class 'without' gear and the character with the gear should be able to win pretty much every time.</p><p></p><p>Spellcasters depend on their gear just as much as anyone else. In the case of wizards and sorcs they probably depend on their gear 'more' than most others.</p><p></p><p>Monks can penetrate a pretty wide range of DR with their base attacks anyway, so nothing to worry about there. Magic/lawful/adamantine, definately not shabby! As good or better than most equipment anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> So the monk has a bunch of money from not having to buy a really impressive weapon.</p><p></p><p>So, while everyone needs equipment, the monk is way ahead in some areas <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Needing multiple stats is definately a problem, but you can get by with only a couple decent ones. With as many attacks as they get, and gaining full str bonus on all of them, a medium str works out to about the same as a high str over the course of attacks. Plus it is better than the twf feat chain, much better.</p><p></p><p>So the monk is about the same with a 14str as the fighter is with a 16 str in a lot of ways. No problem there.</p><p></p><p>Plus, the belt of perfection, or whatever it is called, only costs 200k <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Still, it is a problem, but in a way it is also a bonus. Not as big as the penalty most of the time, but the monk does gain lots of stuff from pretty much every stat. Straight 14's (36 point buy, strangely this is the same as the game I am in now) makes for a very interesting and fun monk. Lose a few points here and there to drop the point buy and pick which type of monk you want to play.</p><p></p><p></p><p></p><p>monk vs rogue? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Monk has way better defensive capabilities at every level. Monk has better hp. Monk is less dependent on certain types of equipment. Sneak attack is largely irrelevant, it works now and then, but rarely. As levels increase it gets used less and less. Most creatures are either resistant or immune, the rest can become so easily.</p><p></p><p>So after sneak attack the monk is better in a number of ways. The rogue wins in breadth of skill selection, but the monks skills are pretty good anyway. The rogue can search for traps, the monk gets a list of special abilities.</p><p></p><p>The comparison isnt very straight forward, although it is interesting. Monks have their own strengths, but apparently most people just cant see them. It is an interesting demographic really <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Monks can definately shine, they just need the proper chance. But that is the same for <em>every</em> character class so it isnt like that is special. There are threads about every class out there being too weak and others saying it is too strong. For the most part I think that the monk is done pretty well, they have a few items custom made for them (like the monks belt) that really help them out if they are going for certain build types. There are feats galore that can help them in the rest. Pick what you want the monk to be good at, within a very broad range, and you can do it. Try to be incredible at too many things and pay the consequences, just like any other character class. The monks are already 'good' at many things, and that is certainly something to be proud of, it takes very little work to excel at something within that area.</p></blockquote><p></p>
[QUOTE="Scion, post: 1475212, member: 5777"] You have some very easy traps in your games I see ;) Some traps are there to make things impassible, hit multiple people, or simply to warn everyone that you are there. If the whole complex now knows where that you are there, and possibly where, that is the problem. Cure light wounds wont help at all! Which is all well and good, but I'd still like to see what you both have. The fighter just doesnt live up to his name without some major dm help. So the fighter is pure melee and nothing else, that starts to make more sense. But then, as the fighter is 'only' good in combat, he should be able to master both melee and ranged. Once again, not living up to 'fighter' status ;) But then he could hide behind something to avoid those flame strikes, attack from cover to get some bonuses to his saves, use a simple potion of flight to take the fight to you, or any number of other things. Still though, I would expect just about any class to win vs the fighter, so this is no real surprise. As you wish of course ;) I'll try to reply as best I can, hopefully it will make sense (it is getting very late, and it has been a long day) Every class is 'heavily' dependent on gear. Different sorts of gear for different classes, but a class 'with' gear vs a class 'without' gear and the character with the gear should be able to win pretty much every time. Spellcasters depend on their gear just as much as anyone else. In the case of wizards and sorcs they probably depend on their gear 'more' than most others. Monks can penetrate a pretty wide range of DR with their base attacks anyway, so nothing to worry about there. Magic/lawful/adamantine, definately not shabby! As good or better than most equipment anyway ;) So the monk has a bunch of money from not having to buy a really impressive weapon. So, while everyone needs equipment, the monk is way ahead in some areas ;) Needing multiple stats is definately a problem, but you can get by with only a couple decent ones. With as many attacks as they get, and gaining full str bonus on all of them, a medium str works out to about the same as a high str over the course of attacks. Plus it is better than the twf feat chain, much better. So the monk is about the same with a 14str as the fighter is with a 16 str in a lot of ways. No problem there. Plus, the belt of perfection, or whatever it is called, only costs 200k ;) Still, it is a problem, but in a way it is also a bonus. Not as big as the penalty most of the time, but the monk does gain lots of stuff from pretty much every stat. Straight 14's (36 point buy, strangely this is the same as the game I am in now) makes for a very interesting and fun monk. Lose a few points here and there to drop the point buy and pick which type of monk you want to play. monk vs rogue? ;) Monk has way better defensive capabilities at every level. Monk has better hp. Monk is less dependent on certain types of equipment. Sneak attack is largely irrelevant, it works now and then, but rarely. As levels increase it gets used less and less. Most creatures are either resistant or immune, the rest can become so easily. So after sneak attack the monk is better in a number of ways. The rogue wins in breadth of skill selection, but the monks skills are pretty good anyway. The rogue can search for traps, the monk gets a list of special abilities. The comparison isnt very straight forward, although it is interesting. Monks have their own strengths, but apparently most people just cant see them. It is an interesting demographic really ;) Monks can definately shine, they just need the proper chance. But that is the same for [I]every[/I] character class so it isnt like that is special. There are threads about every class out there being too weak and others saying it is too strong. For the most part I think that the monk is done pretty well, they have a few items custom made for them (like the monks belt) that really help them out if they are going for certain build types. There are feats galore that can help them in the rest. Pick what you want the monk to be good at, within a very broad range, and you can do it. Try to be incredible at too many things and pay the consequences, just like any other character class. The monks are already 'good' at many things, and that is certainly something to be proud of, it takes very little work to excel at something within that area. [/QUOTE]
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Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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