Monks and Mage-Killing

Pax said:
Has appropriate spells prepared,yes. Has them active all the time ... not hardly. For example, S.W.A.T. members have, and when appropriate use, full body armor. But they don't walk around wearing them 24/7.

Yeah, now the difference is, that you cannot don armor in a grapple... but a silent dimension door can be cast there very well. ;)

Yes, they are - but to make them fair to spellcasters, the duration is only one round per level, wether form an item or cast directly.

So, that's fair then? "Only" 25 rounds of AMF, which automatically negates all magic, but no freedom of movement automatically successful grapple checks!? Wow! Those guys have quite a different opinion on fairness than I do. ;)

The rules of the Exodus are not friendly to any one class over another, except as they promote a fair and balanced (and fun for both sides) encounter.

If they allow AMF (but nerf both MD and Contingency), they are highly biased towards non-spellcasters.

Actually, I think this is a good thing for those matches, because otherwise non-spellcasters would be pointless.

In the exodus, you cannot teleport out of the arena; if you somehow managed to do so, you would forfeit the match - which is the same as the monk winning. *shrug*

In a match, I can see this. In reality, it's the wizard winning, of course, since after a couple minutes he can come back, fully prepared this time.

Outside of the exodus: unless your party's sole and only goal is to capture or eliminate the wizard in question, having him teleport away means having him flee, which counts as "defeating" him for that encounter. Thanks for the free XP.

Not really... see above...

We don't flee - we regroup! :D

Bye
Thanee
 

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This is the damming part

PAX writes:

"The Exodus is a 25th level arena. And the standard is, both sides get 2 rounds to prepare - and ONLY two rounds. Spells with a duration measured in units smaller than 1 day cannot be precast, except by the Persistent Spell metamagic, wether they originate from the character or from an item."

So the wizard going into the battle will easily have a contingency (it lasts much longer than a day), one of which (as I stated previously) could well be "teleport me to the other side of the arena up in the air somewhere when somebody gets within 40' of me".

Onr of the 2 buffs is shapechange (into something nasty which can fly, whatever). Second buff -- pick something.

That's it. Game over. If the monk approaches with intent to grapple, the teleport goes off, the monk can't close and attack that round, and the wizard gets one round (at least) in which to cast. DONE. Over.

This works unless the arena is, say, incredibly small in diameter, and the monk can fly, change direction 180' during a charge, etc. etc. etc. (insert silly stuff here). But at that point, you might as well just stuff them into a cardboard box and throw cherry pies at them.
 

Thanee said:
So, that's fair then? "Only" 25 rounds of AMF, which automatically negates all magic, but no freedom of movement automatically successful grapple checks!? Wow! Those guys have quite a different opinion on fairness than I do. ;)
AMF does not negate ALL magic. Mordenkainen's disjunction (even the Exodus' balanced version) can still bring it down ... Wall of Force and Prismatic Wall/Sphere still stop it ... and so on.

In fact, there was once a match between a Wizard, and a Forsaker ... whose cohort had the Epic feat "permanent emanation: antimagic field". The wizard won that battle, without overexerting himself overmuch; I remember the match well, because that wizard - an Enchantment-specialised Red Wizard/Archmage - was my character. And the method of winning was to put a wall of force directly between the then-adjacent Forsaker and her cohort, thus blocking the AMF emanation from the Forsaker's side of the wall (and incidentally, seperating the two for the five or more round the cohort would need to walk around other intervening obstcles on the map) -- which, conveniently enough, was also the wizard's side of the wall. Another Wall - this time stone - and voila, the two of us would be left alone to ... "discuss" ... matters ... a Wizard with nearly every spell for the day available to him, and a Forsaker with ... a nonmagical masterwork suit of armor, and similar-quality weapon. *yawn*.

The Forsaker's player acknowledged the then-inevitable, and conceded defeat.

If they allow AMF (but nerf both MD and Contingency), they are highly biased towards non-spellcasters.
Hardly. AMF is allowed in a highly nerfed form. MDJ had to be rebalanced, because - unlike in a "real" game, where casting MDJ would eliminate all of the MAGICAL TREASURE you were trying to acquire, in an Arena where all non-expendable equipment is restored to full function, and where your payoff for victory had NOTHING to do with your opponent's wealth or equipment value at the end of the match, there was no incentive not to cast MDJ. Matches degenerated to "who cast MDJ first", because SO much of an epic character's power is tied up in their 2,100,000gp of equipment.

Contingency is not nerfed, however. Not in the slightest. In fact, only actual spellcsters can have a true Contingency, as scrolls/wands/staves of same are not allowed.

Actually, I think this is a good thing for those matches, because otherwise non-spellcasters would be pointless.
Not really. MDJ was nerfed because battles degenerated to "MDJ Chicken" - with scrolls and UMD, it didn't matter if you were a spellcaster or not, if you got off the first (quickened) MDJ, you bsically won the match.

AMF was nerfed to benefit spellcasters. There was no reason to make them try and play ru-and-hide for upwards of two hours, so the duration was reduced form 10 minutes per level, to one round per level.

In a match, I can see this. In reality, it's the wizard winning, of course, since after a couple minutes he can come back, fully prepared this time.
No, it's the PC's winning the first encounter, followed by the wizard initiating a new (and more challenging, as he's got lots of short-term combat-buff spells up and running) encounter.

Not really... see above...
Really. If the wizard leaves long enough that you cease to be in combat rounds, that encounter is over. At the end of the encoutner, who's still standing and "in possession of the disputed terrain" ... ? The PC's. Ergo, they win - unless, as mentioned before, their goal ws to kill or capture the Wizard (in which case they lost the moment he got away).

We don't flee - we regroup! :D

Bye
Thanee
"Regroup" is a euphemism for "temporary retreat". Nomatter how temporary, retreat is retreat, and he who retreats from battle ... has lost that battle.

two said:
So the wizard going into the battle will easily have a contingency (it lasts much longer than a day), one of which (as I stated previously) could well be "teleport me to the other side of the arena up in the air somewhere when somebody gets within 40' of me".
Yes, that would be a legitimate contingency. *shrug* I can probably think of a half-dozen better things to do with a contingency, but ... that's probably because I prefer chain contingency.

Onr of the 2 buffs is shapechange (into something nasty which can fly, whatever). Second buff -- pick something.
Only two buffs? Tsk, tsk. The delay rounds are generally used for Timestop-enabled "cast as many buff spells as I can manage" routines. For spellcasters and nonspellcasters alike (a rune of timestop and a beltful of potions and other runes, typically).

That's it. Game over. If the monk approaches with intent to grapple, the teleport goes off, the monk can't close and attack that round, and the wizard gets one round (at least) in which to cast. DONE. Over.
No, not done, and hardly over. One round of casting is not guaranteed to take down a Monk.

Especially not if he's in an Antimagic Field. What exactly were youplanning on casting AT the monk, that'd deal him any damage or woes, through that sort of field, hmm?

And after the first time you did that - people would plan for it. Gt a Scroll of Gate, haul in somehting that qualified as "someone" (a PC-eligible race, IOW), hand a love note to the creature, and say "go deliver this to that fellow over there".

Then maneuver themselves to be "on the other side of the arena" from wherever you are. The creature moves close enough, you automatically teleport ... right into the waiting arms of your adversary.

*shrug* Never assume arena combat is easy, for any class. It's not.

This works unless the arena is, say, incredibly small in diameter, and the monk can fly, change direction 180' during a charge, etc. etc. etc. (insert silly stuff here). But at that point, you might as well just stuff them into a cardboard box and throw cherry pies at them.
The arenas actually tend to be built to PREVENT first-round contact between combatants, in an effort to REDUCE the importance of initiative (otherwise, let's face it, at Epic levels ... he who shoots first, tends to maul whatever he just attacked ...). The intent is to make the matches more about tactics and planning, than a single pre-match die roll. Typically, they're about 125'x125', give or take a bit, with +/-50 up nd down, for those able to move in all three dimensions.
Tell you what, why don't you drop by the Exodus, and see for yourself?
 
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About the fleeing... It fully depends on the situation, of course, but in general, the wizard would not be defeated, thus no xp yet.

Bye
Thanee
 


Calico_Jack73 said:
I thought of another combo if you want your Monk to have SR.

Take 20 levels of Monk and one level of Paladin... give him a Holy Avenger.

First, wrong thread, there's another one for the SR topic.

Second, SR 6 is not very impressive, especially as the monk will have SR 30 at 20th level. The point was to get the monk's SR higher, not to find another source for SR.
 
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Thanee said:
About the fleeing... It fully depends on the situation, of course, but in general, the wizard would not be defeated, thus no xp yet.

Bye
Thanee
I think that's a different debate... IMC if you force your opponent to flee (not just hide and attack again), you get XPs. Even if you have to flee, you will get some.
 

Nail said:
I've not played a high level (15 - 20th) level wizard in a continuing D&D game (as opposed to a one shot or arena).......but surely such wizards are not constantly walking around with a dozen-odd spells cast on themselves?

I have and they are. Many spells last all day at high levels, or with the right feats, or with permanency spells. Being a high level wizard is a dangerous business - you never know when somebody's going to come looking for you, or when you're going to find yourself in a situation when you need to respond. The folks who are trying to kill you in those kinds of situations generally aren't going to wait politely for you to cast your mage armor, mind blank, overland flight, contingency, permanent detect magic and so forth. So do it when you get up in the morning and be prepared.
 

The reasons monks are good mage killers has nothing to do with the wizard, it's about everything else on the field.


In normal D&D when you encounter a hugely powerful wizard it's the evil wizard and his horde of henchmen/hirelings/undead/constructs vs the party. While the party is wading thru the hordes, the wizard is blasting the hell out of them. The wizard free from molestation is the key. But the monk has AC up the yang, and enough speed (and jump +78) to ignore all the mooks and tangle with the wizard. The 3 rounds the wizard spends dealing with the monk gives the party the chance to wipe out the horde, then gang up on the wizard. Thus, the monk has carried the day.

Alternately, the monk is a good enough combatant to bash the mooks to pieces and let the rest of the party deal with the wizard, if the opening set up warrants.

3rd, the monk has the speed to get to the wizard, annoy him, get back to his own wizard and clear off attackers, then return to annoying the enemy wizard, without any dead rounds going to and fro.

The monk also tends to come out of these encounters completely unscathed, so he can do it again in a few minutes.

PS
 

Storminator said:
The reasons monks are good mage killers has nothing to do with the wizard, it's about everything else on the field.

You mean "mage delayers". :p

The 3 rounds the wizard spends dealing with the monk gives the party the chance to wipe out the horde, then gang up on the wizard. Thus, the monk has carried the day.

Yes, I have also mentioned this somewhere, that the monk will absolutely be able to delay the mage and distract him from dealing with the party. The monk is enough of a threat to not be ignored at least. :D

The monk also tends to come out of these encounters completely unscathed, so he can do it again in a few minutes.

Now that's something I do not believe. Only if the mage mindlessly fireballs away. ;)

Bye
Thanee
 

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