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<blockquote data-quote="DanMcS" data-source="post: 1215806" data-attributes="member: 6530"><p>At 7th level, what are you fighting all the time that has a +18 to hit?</p><p></p><p>TWF isn't suboptimal, it's great for fighting mooks. Against a tougher guy, yeah, you'll want to fall back to one attack with no penalty, obviously. Flurry of blows has an identical effect (extra attack, both get -2), and my monk has a fine time whupping on the peons, tackling the spellcasters, and flanking in on the really tough guys to help out the rogue and the paladin. If only our rogue's player didn't insist on playing him as a klepto all the time...</p><p></p><p>You're trying to play the ranger as a frontline fighter, but he's not. He's not going to survive front-line as well as the heavier armored d10 or d12 hit die guys. To make up for it, you have all the stealth, animal, and general wilderness tricks. A monk has a bag of tricks like speed, stealth, and general athletics (A chasm 35 feet across? No problem!). If you're not getting your time to shine, pester the DM about it. Ask for some favored enemies to show up occasionally, and some wilderness adventures instead of just city and dungeon ones. Or play another character, if you've gone through this entire thread of advice and still can only conclude "live and learn".</p></blockquote><p></p>
[QUOTE="DanMcS, post: 1215806, member: 6530"] At 7th level, what are you fighting all the time that has a +18 to hit? TWF isn't suboptimal, it's great for fighting mooks. Against a tougher guy, yeah, you'll want to fall back to one attack with no penalty, obviously. Flurry of blows has an identical effect (extra attack, both get -2), and my monk has a fine time whupping on the peons, tackling the spellcasters, and flanking in on the really tough guys to help out the rogue and the paladin. If only our rogue's player didn't insist on playing him as a klepto all the time... You're trying to play the ranger as a frontline fighter, but he's not. He's not going to survive front-line as well as the heavier armored d10 or d12 hit die guys. To make up for it, you have all the stealth, animal, and general wilderness tricks. A monk has a bag of tricks like speed, stealth, and general athletics (A chasm 35 feet across? No problem!). If you're not getting your time to shine, pester the DM about it. Ask for some favored enemies to show up occasionally, and some wilderness adventures instead of just city and dungeon ones. Or play another character, if you've gone through this entire thread of advice and still can only conclude "live and learn". [/QUOTE]
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