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<blockquote data-quote="Pax" data-source="post: 667701" data-attributes="member: 6875"><p>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 <strong>is</strong> level-scalar) ... ?</p><p></p><p>If a Monk is supposed to be a master unarmed fighter, the monk should <strong>not</strong> need to even <strong>ponder</strong> using a weapon, except in the <strong>rarest</strong> of situations ("Hmm, that <em>Fiery-Burst Kama of Dragon-bane</em> would be a very useful weapon against this white dragon" ...).</p><p></p><p>IMO, a simple fix for the <em>Ki strike</em> 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.</p><p></p><p></p><p></p><p><strong>Potentially</strong> tons of AC that is <strong>rarely</strong> lost. Monks lose their DEX bonus to AC like anyone else. And if immobilised, they lose their WIS and Class bonus too.</p><p></p><p>And they'll only have "tons" of AC, if they have <strong>TONS</strong> of attributes. The Monk is <strong>the</strong> 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), <strong>and</strong> Wisdom (AC). They <strong>really</strong>want 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".</p><p></p><p>They have as much desire for Constitution (HP) as any other melee specialist.</p><p></p><p></p><p></p><p>And those abilities are gained innately rather than from magic items -- but overall, slightly slower than other classes will pick up commensurate abilities.</p><p></p><p>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 <strong>long</strong> way to fixing the class (at least then, bare hand or <em>+1 Kama of Sure Striking</em>, the monk player isn't losing an entire class feature (level-scalar damage and/or Unarmed Attack Rate) just to penetrate DR ...).</p></blockquote><p></p>
[QUOTE="Pax, post: 667701, member: 6875"] 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 [b]is[/b] level-scalar) ... ? If a Monk is supposed to be a master unarmed fighter, the monk should [b]not[/b] need to even [b]ponder[/b] using a weapon, except in the [b]rarest[/b] of situations ("Hmm, that [i]Fiery-Burst Kama of Dragon-bane[/i] would be a very useful weapon against this white dragon" ...). IMO, a simple fix for the [i]Ki strike[/i] 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. [b]Potentially[/b] tons of AC that is [b]rarely[/b] 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 [b]TONS[/b] of attributes. The Monk is [b]the[/b] 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), [b]and[/b] Wisdom (AC). They [b]really[/b]want 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. 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 [b]long[/b] way to fixing the class (at least then, bare hand or [i]+1 Kama of Sure Striking[/i], the monk player isn't losing an entire class feature (level-scalar damage and/or Unarmed Attack Rate) just to penetrate DR ...). [/QUOTE]
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