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Monks Suck
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<blockquote data-quote="Helldritch" data-source="post: 8052102" data-attributes="member: 6855114"><p>I do not agree. At high level a fighter will have more attacks. Any fighter type will.</p><p>But at low and mid level it is even worse, the monk does not do that much damage. It does not have that high of an AC too. All the while, the BM will be in plate (chainmail at the minimum) and with a shield (unless two handed). At higher level, it also means that the BM will have more attacks, better AC (not counting magical items) and better HP. So the monk will be stuck with two attacks unless it takes the risk of going melee with a low AC (no Ki remember?) and relatively low HP compared to a BM (or any fighters for that matter). The monk will, however, have potentialy more attacks than the paladin, ranger and barb but if the paladin and rangers have a shield or an off hand weapon, they can use their bonus action to have exactly the same number of attacks than a monk. And if they are PM, then they can use their bonus action too for better effect. So the monk isn't winning on this side. If Flurry of blow was off the Ki spending, it would be way better.</p><p></p><p>Because the monk can not rely on the patient defense, it will be stuck with ranged weaponry (unless ready to take a risk). He will then be worst off than the melee characters, archers will have their higher damage with longbows beating what the monk can do. At higher level, the monk will be about the same as an archer. 1d10 +5, but the monk will lack magical bonuses from magic bow and arrows.</p><p></p><p>The monk will not be able to disengage freely (no Ki...). This means that moving in, attacking and moving out; will produce an OA, which can potentially be lethal to the monk if multiple enemies are in reach and if the monk is less than top HP (which is likely since the monk had no short rest).</p><p></p><p>I do think that these nit pick on the monk were right.</p><p>Don't get me wrong, the monk is a great character. But if the DM do not follow the guidelines, this class is screwed. It relies a lot (and I mean really a lot) on short rests. Without these, the monk is in big trouble in the little dungeon. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>If the guide lines are follow. The monk is quite fine. A wee bit lacking on Ki, but adding wisdom to ki is a solution. This is what I do in my games and it works out good.</p><p></p><p></p><p>You're right, didn't see that (or was I tricked by a player... bad me for not checking...) (Note to myself, always check twice before believing a player...)</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8052102, member: 6855114"] I do not agree. At high level a fighter will have more attacks. Any fighter type will. But at low and mid level it is even worse, the monk does not do that much damage. It does not have that high of an AC too. All the while, the BM will be in plate (chainmail at the minimum) and with a shield (unless two handed). At higher level, it also means that the BM will have more attacks, better AC (not counting magical items) and better HP. So the monk will be stuck with two attacks unless it takes the risk of going melee with a low AC (no Ki remember?) and relatively low HP compared to a BM (or any fighters for that matter). The monk will, however, have potentialy more attacks than the paladin, ranger and barb but if the paladin and rangers have a shield or an off hand weapon, they can use their bonus action to have exactly the same number of attacks than a monk. And if they are PM, then they can use their bonus action too for better effect. So the monk isn't winning on this side. If Flurry of blow was off the Ki spending, it would be way better. Because the monk can not rely on the patient defense, it will be stuck with ranged weaponry (unless ready to take a risk). He will then be worst off than the melee characters, archers will have their higher damage with longbows beating what the monk can do. At higher level, the monk will be about the same as an archer. 1d10 +5, but the monk will lack magical bonuses from magic bow and arrows. The monk will not be able to disengage freely (no Ki...). This means that moving in, attacking and moving out; will produce an OA, which can potentially be lethal to the monk if multiple enemies are in reach and if the monk is less than top HP (which is likely since the monk had no short rest). I do think that these nit pick on the monk were right. Don't get me wrong, the monk is a great character. But if the DM do not follow the guidelines, this class is screwed. It relies a lot (and I mean really a lot) on short rests. Without these, the monk is in big trouble in the little dungeon. ;) If the guide lines are follow. The monk is quite fine. A wee bit lacking on Ki, but adding wisdom to ki is a solution. This is what I do in my games and it works out good. You're right, didn't see that (or was I tricked by a player... bad me for not checking...) (Note to myself, always check twice before believing a player...) [/QUOTE]
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