Nail said:For example: How often do your PCs use the Balance, Climb, or Jump skill?

hong said:If you're playing a Mike Mearls adventure, too many times.
I keed, I keed! As I've said before, I love Mearls with all of my body, including my pee-pee. But he does have a thing for varied terrain.
The SRD is VERY clear on this, the Relevant text from the Monk Class (some areas italicized for emphasis) :glass said:Your build runs up against two contentious issues (which have probably already been mentioned in this thread but could stand restating):
1. You advocate Improved Natural Attack. There is disagreement as to whether (human) monks can qualify for it.
2. You advocate using two weapons (spear and unarmed strike), but I do not see any TWF feats on your list. Opionion is divided on whether you need to take TWF penalties just to threaten with two areas, or too attack.
Both these things have been dabted to death without much in the way of agreement several times over, but suffice it to say that the build wouldn't fly at my table*, or that of several others on these board.
Actually those arn't contradictory. A Monk excels at killing softer targets (lots of low BAB attacks) and running down fleeing targets. If the Monk tumbles and jumps past the Mooks to get to BBEG sorcerer, you better believe that Mooks are going to come back to try to get the monk off of the BBEG sorcerer.Nail said:Keep in mind there's a "disconnect" here in your position:
- Mnk's are good at mobility. They approach enemies from unexpected directions.
- Reach weapons are good for when the enemies approach the Mnk.
See it?
Right.
Nail said:It's one of those "YMMV" issues. I like skills too...but I'll tell you, a Mnk can do fine without lots of them. Be honest with yourself about how often certain skill checks come up.
For example: How often do your PCs use the Balance, Climb, or Jump skill? How many times per meeting, on average? How does that change with PC level? Etc.
If so, you'd pro'ly better retract your "Mnks can clearly take INA" argument.the Lorax said:All of that being said, I had no intention of getting into a message board argument, I am interested in what the OP decided to do.
Sure.the Lorax said:If your DM never calls for skill checks beyond the occasional Spot/Listen/Search check, then skill points are not very useful. Me, I like providing varied terrain and situations that make haveing skill points useful.
While I can't do that, I have no intention of such an argument. In the end, wheather you can or can't use INA is a discussion between the DM and the Player that the DM must decide what is OK at his table. Rule 0, rules!Nail said:If so, you'd pro'ly better retract your "Mnks can clearly take INA" argument.
'Cause it ain't so clear.![]()
Nail said:Sure.
So, last session, how many PCs used their Jump check?
Pagan priest said:Ah, no. The real mistake is to try an force the monk into the roll of main front line fighter. That roll is best filled by a paladin, ranger, barbarian or (strangely enough) a fighter. On of the best and most amusing descriptions of a monk that I have seen is as a helicopter gunship. Move in, do some damage, and get out before you get hit.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.