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Monks & Weapons & Powers, oh my
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<blockquote data-quote="mneme" data-source="post: 5156799" data-attributes="member: 59248"><p>Er, "non-implement level weapon"? What?</p><p></p><p>I'm not repeating my answer to 2, the way you repeated your claim. It's ok if not all of a class's features work together, they can be compelmentary instead.</p><p></p><p>4e doesn't really make weapons and gear less important; it removes the -disparity- of gear and weapons that existed in 3/3.5. Rather than having Wizards (who care only about stat-boost items and miscelaneous weapons) and monks (the same, as you remember them; I remember most monks using monk weapons as they could, as they had enhancement bonuses) as well as fighters (who have 1/3+ of their effectiveness bound into their gear) and artificers (er, um, yeah), everyone cares most about three items -- attack slot, armor, and neck (with some classes needing a second attack slot item).</p><p></p><p>Monks have a lot of choices, but they're interesting choices. A monk who finds a weapon they're proficient in can use it as an implement as well as a weapon -- so a monk may find themselves using a lot of different weapons during their career. But except when the monk needs/wants magical properties that can only be associated with a weapon, the monks is easily best with a magical ki focus, as this allows a monk to not only use it for implement powers, but also use it with thrown weapons, ranged weapons (which, remember, are very effective for every monk, as they're a dex based class), unarmed strikes, reach weapons (not proficient, but you use what you got), etc.</p></blockquote><p></p>
[QUOTE="mneme, post: 5156799, member: 59248"] Er, "non-implement level weapon"? What? I'm not repeating my answer to 2, the way you repeated your claim. It's ok if not all of a class's features work together, they can be compelmentary instead. 4e doesn't really make weapons and gear less important; it removes the -disparity- of gear and weapons that existed in 3/3.5. Rather than having Wizards (who care only about stat-boost items and miscelaneous weapons) and monks (the same, as you remember them; I remember most monks using monk weapons as they could, as they had enhancement bonuses) as well as fighters (who have 1/3+ of their effectiveness bound into their gear) and artificers (er, um, yeah), everyone cares most about three items -- attack slot, armor, and neck (with some classes needing a second attack slot item). Monks have a lot of choices, but they're interesting choices. A monk who finds a weapon they're proficient in can use it as an implement as well as a weapon -- so a monk may find themselves using a lot of different weapons during their career. But except when the monk needs/wants magical properties that can only be associated with a weapon, the monks is easily best with a magical ki focus, as this allows a monk to not only use it for implement powers, but also use it with thrown weapons, ranged weapons (which, remember, are very effective for every monk, as they're a dex based class), unarmed strikes, reach weapons (not proficient, but you use what you got), etc. [/QUOTE]
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