Monk tweak: shifting the focus to combat maneuvers

harpy

First Post
I've spent too many hours reading and thinking about threads such as What would fix monks?, Do you hear the grasshopper that is at your feet? and Monks: A Treantmonk Guide (Optimization) and from all of those threads and posts the main point I'm finding is that the monk is an "advanced" class within the range of base classes. You could play them for flavor, but to play them effectively in combat you probably need to spend more time optimizing and gaining more system mastery if you want to remain standing at the end of each encounter.


After reading all that, plus years prior of posts on many forums I lean into the camp that monks still need a bit more work, barring a complete overhaul I've been trying to pin down how best to elegantly tweak the monk so that it does its own thing really well and very clearly.


The biggest problem is that the flurry of blows is a bit of a distraction. They can't outperform other classes in sheer damage power and they can't remain standing as long as other martial classes, and yet their major feature is to stand still and do full attacks.


For years I've seen people start to play a monk and then be disappointed as they drop in almost every encounter. The response to that is "don't play them like a fighter" but the problem is that the flurry of blows mechanics scream at you to play as a fighter, at least until you've really sunk your teeth into the game system, become an advanced player and start massaging your tactics.


What really ought to be highlighted by the monk is being the masters of combat maneuvers. Reflexively people should be equating monks with the CMs.


To try and shift the spotlight, I'd suggest that the maneuver training monk class feature be shifted to first level and the wording change to:


Maneuver Training (Ex)


At 1st level, when a monk initiates a combat maneuver he does not provoke an attack of opportunity from the target. A monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.



Further, under the weapons and armor proficiency section:


When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement, flurry of blows, and Maneuver Training abilities.


Now, this does step on the toes off all of the "improved" combat maneuver feats, however it is just a small squish and doesn't negate the desire or need to take these feats if you really want to dominate in a particular combat maneuver.


What this tweak would do though is stress the versatility of the monk, which is ultimately what the monk is aimed at anyways, but it makes it more clear that if the party needs a certain kind of martial condition or effect done in the middle of a fight, the monk is the one that can most likely pull it off.


One thing I've seen consistently over the years has been that people have a near allergic reaction to provoking attacks of opportunity. They just don't want to take the risk, and so that essentially means that most of the combat maneuvers are written out of the game unless the player decides to make a particular maneuver their little trick. By waving away the provoking at level 1 with the monk it brings all of these moves right up front and encourages their use.


In that way the tweak isn't just a boring wisdom bonus to some core metric, but instead pulls out the more flavorful moves in the game and lets everyone see them in action far more often.


The issue of front loading and dipping is solved by the fact that the maneuver training is negated by armor, which greatly reduces the dipping factor, and honestly if someone who is playing a wizard or sorcerer wants to dip away from their full casting abilities, then by all means!
 

log in or register to remove this ad

re

The main problem with monks is too many stat requirements. If you're playing a low ball campaign using the hard rules for stats, a monk sucks. You can play a fighter and focus on strenght and be good to go. Even a paladin can get by focusing on str and/or char with a decent wisdom and be good to go.

A monk needs str, dex, con, and wis. All of those stats need to be decent, probably 14+, maybe even 16+ to compete with other classes in combat due to their lack of magic weapons and enhancements to boost their weapon damage and AC. They don't use a shield and can't wear heavy armor. Even the amulet of mighty fists is far more limited than a magic sword and can't get dr penetration. Though they do more base damage, all those enhancements as well as being able to slam through DR hurt them, especially if they have low stats.

The Pathfinder monk is a step up from previous iterations, especially with its focus on combat maneuvers. That helped the monk alot. But the biggest help to a monk is having better stats than most of the party. Using a standard stat array or a point buy system sets the monk up to fail because of his greater reliance on raw stats for maximum potential compared to most other classes.

For example, we use a favorable stat rolling method which gives us very good stats. And the monk does just fine with a strong set of stats. He hangs with the fighter, ranger, and paladin and is the hardest class to hit and hurt. I would never play a monk in a by the book D&D game. Stat limitiations hurt the monk class too much.
 

A monk needs str, dex, con, and wis. All of those stats need to be decent, probably 14+, maybe even 16+ to compete with other classes in combat due to their lack of magic weapons and enhancements to boost their weapon damage and AC. They don't use a shield and can't wear heavy armor. Even the amulet of mighty fists is far more limited than a magic sword and can't get dr penetration.

Monks can use magic weapons. In PF, an amulet of mighty fists "can grant melee weapon special abilities, so long as they can be applied to unarmed attacks." Bracers of armor can work the same with armor enhancements. At 4th-level, a monk's unarmed strike count as magic for overcoming DR.

Monks are fine. I would change two things. First, I would use something along the lines of Trailblazer's centered bonus, which is an attack bonus that within specific parameters makes the monk on par with full BAB classes. Second, the list of monk weapons is too narrow. There's no good reason monks should not be able to use swords, for example.
 

I think it's a mistake to assume a monk needs a high Dex. They don't generally take the Dodge tree, and if they do, a 13 or 14 suffices. For the most part, they should focus on Wis and Str in some combination, with at least a 12 Con. I agree that flurry of blows sometimes gives people the wrong idea about how to play them, but I don't think that needs a "fix." Rather, it's a combat option that helps them when they end up in what would otherwise be the worst spot, going toe to toe with a strong melee attacker. Shocking grasp could give someone the wrong idea about how to play a sorcerer, but that doesn't mean that shocking grasp isn't presented properly.

It is interesting that a monk is a full BAB charcter, effectively, when using maneuvers and making full attacks. The only respects in which they are medium BAB characters is in making standard attacks and by having a smaller hit die.
 

Monks can use magic weapons. In PF, an amulet of mighty fists "can grant melee weapon special abilities, so long as they can be applied to unarmed attacks." Bracers of armor can work the same with armor enhancements. At 4th-level, a monk's unarmed strike count as magic for overcoming DR.

Monks are fine. I would change two things. First, I would use something along the lines of Trailblazer's centered bonus, which is an attack bonus that within specific parameters makes the monk on par with full BAB classes. Second, the list of monk weapons is too narrow. There's no good reason monks should not be able to use swords, for example.

Did you read the rest of my post where I addressed the amulet of mighty fists? Not being able to break through DR that requires certain material types is a pretty large disadvantage. Unless you use 3rd party books or get the the feat in the Golarion campaign setting material DR can slow a monk's damage down quite a bit.
 

I think it's a mistake to assume a monk needs a high Dex. They don't generally take the Dodge tree, and if they do, a 13 or 14 suffices. For the most part, they should focus on Wis and Str in some combination, with at least a 12 Con. I agree that flurry of blows sometimes gives people the wrong idea about how to play them, but I don't think that needs a "fix." Rather, it's a combat option that helps them when they end up in what would otherwise be the worst spot, going toe to toe with a strong melee attacker. Shocking grasp could give someone the wrong idea about how to play a sorcerer, but that doesn't mean that shocking grasp isn't presented properly.

It is interesting that a monk is a full BAB charcter, effectively, when using maneuvers and making full attacks. The only respects in which they are medium BAB characters is in making standard attacks and by having a smaller hit die.

Combat maneuvers are less effective than raw damage. Fighters, rangers, and paladins all make the monk look like a chump damage dealer, yet a monk fills the same role as them in a group for the most part.

Maybe things will change at higher level, but at 7th level in the group I'm in my monk is getting severely outdamaged and outshined by the fighter, the paladin, and especially the ranger archer. I built a grappler, but grappling won't be somewhat on par with them until I get greater grapple. It's great against a single target, but when it comes to standard adventures the other party members are killing two to three times what I kill due to the damage discrepancy. The paladin is somewhat similar on damage against cannon fodder and unreal against evil creatuers.

My monk does 1d8 damage. No specialization. No smite. I don't have the money for a decent amulet of mighty fists at his level and won't for quite a while. I can't infuse my weapon. I can't attack effectively from range.

What I do best at the moment is avoid getting hit by touch attacks and make saves. The monk is pretty good defensively. Not quite on par with the paladin for raw saves especially now that they get two. But I think I'll be unmatched defensively at higher level.

Near as I can tell my monk will be alot better as I level. But not so great at low level.
 

Did you read the rest of my post where I addressed the amulet of mighty fists? Not being able to break through DR that requires certain material types is a pretty large disadvantage.

An amulet of mighty fists doesn't prevent a monk from having a weapon made of a certain material, and lacking that material is only a "pretty large disadvantage" in a rather limited number of circumstances that aren't any more disadvantageous to the monk than any other character.
 

If I did a monk grappler, it would look something like this:

Human monk 7

Str 14, Dex 13, Con 12, Int 10, Wis 15, Cha 10

Feats: Improved Grapple (B), Dodge (B), Improved Trip (B), Power Attack, Cleave, Point Blank Shot, Precise Shot, Deadly Aim

Unarmed damage is 1d8+2 with the the potential for power attack, carries and uses shuriken, base AC is 14 without gear. His basic tactics are to trip and stun opponents to set up opponents for the other PCs, to close and grapple with stronger opponents, and to rely on shuriken for basic ranged capabilities (and readying to attack casters). If he stuns a dextrous character, he can unload with strong power attack or deadly aim.

To boost his defenses, combine headband of wisdom, gloves of dexterity, amulet of natural armor, ring of protection, and Mage Armor spell. Later, he can switch to returning javelins or daggers in place of shuriken, or take Throw Anything as a bonus feat.
 

Thanks for shaing:
At 1st level, when a monk initiates a combat maneuver he does not provoke an attack of opportunity from the target. A monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
 

I'll agree that playing a D&D Monk for the long haul requires a bit more system mastery than most classes.

But personally:

1) I do fine with Monks that are just Dex & Wis builds. The Dex & Wis gets them a high AC, good initiative bonuses, and then I concentrate on maximizing my ranged attacks and my AoOs for combat. FoB isn't the primary tactic, its the reactionary tactic- you use it when your foes make it easy for you to do so.

2) There is nothing that says that Monks can't use weapons to overcome DR, boost damage, etc. Its just that the bulk of adventure designers (pro & amateur) tend to concentrate on magic weapons that favor the full warrior classes- the Ftrs, Brbs, Pallys and so forth.

If your DM lets you commission the building of Magic weapons, you can own a weapon just as tricked out as any armor jockey's.

In addition, certain sources (OA, SoS, etc.) expand the Monk's weapon proficiency and Monk Weapon lists, and some (DCv1, SoS, Eberron) have Feats that let a Monk learn to treat other weapons as Monk Weapons.

There is even a PrCl- the Shou Disciple (OA) that lets a PC (even one without Monk levels) FoB with ANY weapon. And in armor, no less.
 
Last edited:

Pets & Sidekicks

Remove ads

Top