evilbob said:
Someone has already mentioned the lack of a +1 damage potential until the 10th level... But it seems to me that a Monk could simply carry around a +1 or +2 handaxe or dagger or something, incase it is necessary. Also, I'd say that the Monk's receiving of a permanent +1, +2, etc. to their "weapon" that can never, ever be stolen or dropped or taken from them (well, unless their limbs were chopped off, but then they've got bigger problems) more than balances this out.
Okay, so when (inevitably) the majority of the monk's opponents have DR, the monk should expect to have to use a magic weapon (whose damage is NOT level-scalar) intead of their much-vaunted unarmed attacks (whose damage
is level-scalar) ... ?
If a Monk is supposed to be a master unarmed fighter, the monk should
not need to even
ponder using a weapon, except in the
rarest of situations ("Hmm, that
Fiery-Burst Kama of Dragon-bane would be a very useful weapon against this white dragon" ...).
IMO, a simple fix for the
Ki strike issue is, give them a phantom +1 (or phantom "penetrate the first X points of DR" in 5- or 10-point increments), every 4 levels.
Tons of AC that also can never be lost,
Potentially tons of AC that is
rarely lost. Monks lose their DEX bonus to AC like anyone else. And if immobilised, they lose their WIS and Class bonus too.
And they'll only have "tons" of AC, if they have
TONS of attributes. The Monk is
the most attribute-dependant character in teh game, bar none (the Paladin comes in a close second). Monks want Strength (unarmed combat hit/damage), Dexterity (AC and initiative),
and Wisdom (AC). They
reallywant as high as possible for all three -- 18's at game start, if possible!! 16's "at least", and 14's for all three at a "bare minimum".
They have as much desire for Constitution (HP) as any other melee specialist.
immunity to everything, the ability to become ethereal several times a day, supernatural attacks that cause death instantly, the ability to jump for miles... All this really adds up, in my opinion. And I'm also interested in what the official 3.5e will do to them.
Any other reasons?
And those abilities are gained innately rather than from magic items -- but overall, slightly slower than other classes will pick up commensurate abilities.
The concept of the Monk is great; the main problem is they're too reliant on attributes (I'd like to see monk's Damage / To-Hit based on DEX and/or WIS), and a problem with DR. Frankly, if monk WEAPONS had their damage scale up with the Monk's level, IMO that'd go a
long way to fixing the class (at least then, bare hand or
+1 Kama of Sure Striking, the monk player isn't losing an entire class feature (level-scalar damage and/or Unarmed Attack Rate) just to penetrate DR ...).