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Monk Design Idea: Flurry (combo) Dice
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 6005688" data-attributes="member: 54843"><p>I've been rethinking the math and I worry that The Shadow is right - there's a statistical diminishing return in adding additional dice, and having a max damage of 300 doesn't do much for you when you roll a 1 for damage at level 20 and get zero flurry dice that round.</p><p></p><p>Mishihari Lord's solution could work in theory, except (a) you're still stuck with very low minimum damage and crazy high max damage, which kind of breaks the system, and (b) you're stuck rerolling 16 times to get that crazy damage.</p><p></p><p>Plus, this system makes it really hard to balance finishers - even if you have a huge number of max flurry dice and a 2/3 shot of hitting with each of them, you only get 5 flurry dice 2^5/3^5 = 32/243 =13% of the time, which means that if you choose a super-badass 5-point finisher you'll barely ever see it.</p><p></p><p>Here's another approach:</p><p></p><p></p><p>And the finishers I listed in the OP would still work the same way.</p><p></p><p>This way, any d6 Flurry die deals an average of exactly 3 damage, and if you plan on using Ki Strike that raises it to 5 1/3 (5.33333). </p><p></p><p>Two dice at level 1 = 6 damage without Ki Strike and 10.6667 damage with it... versus a fighter with a greatsword doing 6.5+mod without Deadly Strike and 10+mod damage with it.</p><p></p><p>At level 5, the monk has 3 Flurry dice, so he'd do 9 damage without Ki Strike and 16 damage with it. The fighter still deals 6.5+mod damage without CS, but now deals 15.5+mod damage with it.</p><p></p><p>At level 10, the monk has 5 Flurry dice, so that's 15 damage without Ki Strike and 26.6667 damage with it. If the fighter really does have 4d10 CS dice at that point, he's still doing a lousy 6.5+mod average damage without Deadly Strike, but he's up to 28.5+mod average damage with it.</p><p></p><p>Overall, in other words, a monk going "all out" on damage is slightly behind a fighter going "all out" on damage, which strikes me as appropriate, but if both the fighter and monk dedicate all their CS/flurry points to other maneuvers, the monk will deal more base damage. And the monk can't flurry on opportunity attacks and other extra attacks, which might be big.</p><p></p><p>This approach is nice (a) because the math's easier (for me) to track, (b) it's quicker to roll because you can toss all your flurry dice at once (then see which ones hit), and (c) in this system, each new "max" flurry die increases the chance of getting at least one or two flurry points.</p><p></p><p>The downside is that you don't get the coolness of exploding dice. Sigh... Also, to make the math work here I've not added any str/dex modifier to damage with flurry. I'm thinking maybe the modifier should be added to Ki Strike damage... that way, a "mystic" monk could add Wis, a "hard-style" monk could add Str, etc.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6005688, member: 54843"] I've been rethinking the math and I worry that The Shadow is right - there's a statistical diminishing return in adding additional dice, and having a max damage of 300 doesn't do much for you when you roll a 1 for damage at level 20 and get zero flurry dice that round. Mishihari Lord's solution could work in theory, except (a) you're still stuck with very low minimum damage and crazy high max damage, which kind of breaks the system, and (b) you're stuck rerolling 16 times to get that crazy damage. Plus, this system makes it really hard to balance finishers - even if you have a huge number of max flurry dice and a 2/3 shot of hitting with each of them, you only get 5 flurry dice 2^5/3^5 = 32/243 =13% of the time, which means that if you choose a super-badass 5-point finisher you'll barely ever see it. Here's another approach: And the finishers I listed in the OP would still work the same way. This way, any d6 Flurry die deals an average of exactly 3 damage, and if you plan on using Ki Strike that raises it to 5 1/3 (5.33333). Two dice at level 1 = 6 damage without Ki Strike and 10.6667 damage with it... versus a fighter with a greatsword doing 6.5+mod without Deadly Strike and 10+mod damage with it. At level 5, the monk has 3 Flurry dice, so he'd do 9 damage without Ki Strike and 16 damage with it. The fighter still deals 6.5+mod damage without CS, but now deals 15.5+mod damage with it. At level 10, the monk has 5 Flurry dice, so that's 15 damage without Ki Strike and 26.6667 damage with it. If the fighter really does have 4d10 CS dice at that point, he's still doing a lousy 6.5+mod average damage without Deadly Strike, but he's up to 28.5+mod average damage with it. Overall, in other words, a monk going "all out" on damage is slightly behind a fighter going "all out" on damage, which strikes me as appropriate, but if both the fighter and monk dedicate all their CS/flurry points to other maneuvers, the monk will deal more base damage. And the monk can't flurry on opportunity attacks and other extra attacks, which might be big. This approach is nice (a) because the math's easier (for me) to track, (b) it's quicker to roll because you can toss all your flurry dice at once (then see which ones hit), and (c) in this system, each new "max" flurry die increases the chance of getting at least one or two flurry points. The downside is that you don't get the coolness of exploding dice. Sigh... Also, to make the math work here I've not added any str/dex modifier to damage with flurry. I'm thinking maybe the modifier should be added to Ki Strike damage... that way, a "mystic" monk could add Wis, a "hard-style" monk could add Str, etc. [/QUOTE]
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