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Monk - what do you like and dislike?
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<blockquote data-quote="Felon" data-source="post: 2822044" data-attributes="member: 8158"><p>I like: <ul> <li data-xf-list-type="ul"> Good skill list.</li> <li data-xf-list-type="ul"> Exotic defenses. A warrior class designed to have defenses against foes with spells and supernatural powers. Barbarians and tank-fighters can go toe-to-toe with the giants; monks are the guys who pin down the mind flayers and liches. </li> <li data-xf-list-type="ul"> Fast movement. Provides the monk with an area where it clearly excels relative to other classes.</li> </ul><p></p><p>I dislike: <ul> <li data-xf-list-type="ul"> AC too low--or is that AC too high? Without the right magic items, a monk has one of the worst AC's. With the right magic items, it has one of the best. </li> <li data-xf-list-type="ul"> Damage output that scales insanely. A spectrum that ranges from two 1d6 attacks with a -2 penalty to five 2d10 attacks with no penalty (three of them at full BAB) is ridiculous. </li> <li data-xf-list-type="ul"> Damage output that only scales with unarmed strikes. A monk shouldn't become weaker just by virtue of putting nunchaku in his hands. However his damage scales, it should scale with weapons as well. To be honest, I think the base class should rely on weapons by default, with unarmed mastery reserved for a prestige class. One of the things prestige classes can do well is provide the focus needed to make otherwise weak choices efective.</li> <li data-xf-list-type="ul"> Flurry of blows...well, it blows. D&D's combat system creates big a discrepency between how good a full-round attack action is versus how good a standard action attack is. The flurry of blows ability makes this gulf intolerable. A monk is designed to be the mobility expert of the group, with the best movement bonuses by far. But his offense relies on taking a full-round attack to deliver a flurry of blows. Which is it going to be? </li> <li data-xf-list-type="ul"> Slow fall is a silly waste of text. Drop this 10 foot increment every two levels nonsense and just say a monk within reach of a wall doesn't take falling damage. Maybe make a Tumble check or something.</li> <li data-xf-list-type="ul"> Lack of mobility and offense against flying targets. Monks are weak in the area of ranged offense, and mobility is supposed to be their niche. Thus, I'd say monks should be able to use Jump and Climbs skills to reach ariborne foes.</li> <li data-xf-list-type="ul"> Multi-classing restrictions are LAME. The worst part of this is that the designers probably thought they were doing this prevent players from objecting to the idea of a multi-classed monk. Why they didn't take 3.5e as an opportunity to ditch the restrictions I can't fathom.</li> </ul></blockquote><p></p>
[QUOTE="Felon, post: 2822044, member: 8158"] I like:[list] [*] Good skill list. [*] Exotic defenses. A warrior class designed to have defenses against foes with spells and supernatural powers. Barbarians and tank-fighters can go toe-to-toe with the giants; monks are the guys who pin down the mind flayers and liches. [*] Fast movement. Provides the monk with an area where it clearly excels relative to other classes. [/list] I dislike: [list] [*] AC too low--or is that AC too high? Without the right magic items, a monk has one of the worst AC's. With the right magic items, it has one of the best. [*] Damage output that scales insanely. A spectrum that ranges from two 1d6 attacks with a -2 penalty to five 2d10 attacks with no penalty (three of them at full BAB) is ridiculous. [*] Damage output that only scales with unarmed strikes. A monk shouldn't become weaker just by virtue of putting nunchaku in his hands. However his damage scales, it should scale with weapons as well. To be honest, I think the base class should rely on weapons by default, with unarmed mastery reserved for a prestige class. One of the things prestige classes can do well is provide the focus needed to make otherwise weak choices efective. [*] Flurry of blows...well, it blows. D&D's combat system creates big a discrepency between how good a full-round attack action is versus how good a standard action attack is. The flurry of blows ability makes this gulf intolerable. A monk is designed to be the mobility expert of the group, with the best movement bonuses by far. But his offense relies on taking a full-round attack to deliver a flurry of blows. Which is it going to be? [*] Slow fall is a silly waste of text. Drop this 10 foot increment every two levels nonsense and just say a monk within reach of a wall doesn't take falling damage. Maybe make a Tumble check or something. [*] Lack of mobility and offense against flying targets. Monks are weak in the area of ranged offense, and mobility is supposed to be their niche. Thus, I'd say monks should be able to use Jump and Climbs skills to reach ariborne foes. [*] Multi-classing restrictions are LAME. The worst part of this is that the designers probably thought they were doing this prevent players from objecting to the idea of a multi-classed monk. Why they didn't take 3.5e as an opportunity to ditch the restrictions I can't fathom.[/list] [/QUOTE]
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