Nail said:
You've mis-understood the analysis. Using one opponent was for comparison purposes. The results would be the same (only more complicated) against other scenarios: wolf-pack tactics, swarm tactics, teamwork v.s loner, etc. Just like in the simplified scenario, the Dex monk does far more poorly than the Str Mnk.
Fair enough, if we are talking strictly damage output I agree with you. Again, with Dodge and a higher Dex you effectively have +2 AC to compensate (and since you have a low probability of hitting, I suggest Fighting Defensively for an additional +3 AC). The difference in philosophy is I think a high-AC monk can meaningfully contribute to combat, despite having poor damage output whereas you do not.
[/I] Both have about the same survivability. (Con is easily switched in the Str Mnk build; that's not the defining char.)
The con can be switched, but again the +2 AC (and mobility isn't entirely usurped by tumbling is it? After all, you can still roll very low on a tumble).
The numbers disagree with you. And if we took Darklone's suggestion, we could ditch Impr. Grapple for Weapon Focus and make the difference +2.
Personally I would agree with him for your build the Weapon Focus would probably be more pertinent.
Put bluntly: The Str Mnk does
over twice the damage of the Dex Mnk. Explain how that is not significant.
It is not significant if there is a fighter in the party. Assume 16 Str, +1 Weapon, Weapon Focus, and Weapon Spec - thats a +9 to hit with a +6 damage modifier (more if the weapon is 2-h). Not only will he hit more often, but he will do more damage. The significance of the monk's contribution is what is small - his roll is more of a harrier and less of a damage-dealer, in my experience (and if not a fighter, then a barbarian). Compared to a 4th level rogue with +2d6 sneak attack, 18 dex (halfling or elf) the numbers again come up in their favor (Since they only get sneak attack when they flank or get initiative).
The point is that a monk cannot supplant a fighter (or barbarian) in combat nor can he replace the rogue out of combat. So I tend to make dex-based monks (though I have played a Str-based half-orc monk before, as well as a wisdom based human monk and a nezumi Rog1/MnkX) to synergize with the rogue and tend to accept the low damage (though at higher levels you get niftier dice to roll). Put bluntly: I don't think the bonus damage from strength is significant enough to play strength-based monks (unless you have a number of high stats).
Your Dex Mnk has no "mental abilities", and only 1 "social ability": Sense Motive. Any other difference between the two Mnks in the "mental ability" department is completely role-play. And that's not "computer game" stuff, is it?
A character with an Intelligence of 12 gets roleplayed differently than one with 8 in games I have played in. Untrained Knowledge (Local) checks, Intelligence checks, and other things take this into account even if the rules don't explicitly. I'll admit there isn't much difference between a Charisma of 8 and 6, but I did say 'mental' abilities.
It seems like you are saying: "If you want to play a half-orc, you should just play CRPGs!"
Not at all. But I would say: "If you want to play a half-orc, I hope you have high stats to play with!"
