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<blockquote data-quote="Christian" data-source="post: 198383" data-attributes="member: 381"><p>Taking your points in reverse order: advantages Dex has over Wisdom are the initiative bonus (if you're flat-footed, you'll only get the Wisdom bonus to AC, and you really need both to stay alive) and missile combat (in general, it's wise to have good missile capability and get into melee only when truly necessary, a lesson I have learned the hard way). And a point or two of save DC isn't really going to make much difference, as the Stunning Fist isn't that great an ability. (I haven't seen the 3rd Ed QP in action yet ...) At low levels, you don't get enough uses per day and don't hit often enough; and by the time you get high enough level to rain some SF attacks down with impunity, the Fort saves of your typical opponents have outstripped your DC increase from your level. I've played a monk from 1st to 5th level, in a party for which he's forced to often take a front-line melee role, and I have successfully stunned an opponent exactly once. He has a 16 Wisdom, too-it's not due to a too-low DC bonus on that ability ...</p><p></p><p>Strength is more useful than you might think at first glance. It's actually where I've decided to put my bonus attribute points. With the flurry of blows ability and the improved secondary attack progression, you get to launch a lot more melee attacks than most other characters, and the Strength bonus applies its full value to every one of those attack and damage rolls. Sure, you can spend a feat on Weapon Finesse-but there are so many other useful feats for a monk to pick up, it's very efficient to have a high Strength instead. (One more level to Spring Attack ... just one more level ... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />) At 10th level, with the 4th and 8th level attribute bonuses applied to Strength, that half-orc can flurry for 4 attacks per round @ 1d10+5 points of damage per attack. Sometimes, it's nice to stun an opponent. But I've found that pounding them into a quivering mass of jelly works pretty well too.</p></blockquote><p></p>
[QUOTE="Christian, post: 198383, member: 381"] Taking your points in reverse order: advantages Dex has over Wisdom are the initiative bonus (if you're flat-footed, you'll only get the Wisdom bonus to AC, and you really need both to stay alive) and missile combat (in general, it's wise to have good missile capability and get into melee only when truly necessary, a lesson I have learned the hard way). And a point or two of save DC isn't really going to make much difference, as the Stunning Fist isn't that great an ability. (I haven't seen the 3rd Ed QP in action yet ...) At low levels, you don't get enough uses per day and don't hit often enough; and by the time you get high enough level to rain some SF attacks down with impunity, the Fort saves of your typical opponents have outstripped your DC increase from your level. I've played a monk from 1st to 5th level, in a party for which he's forced to often take a front-line melee role, and I have successfully stunned an opponent exactly once. He has a 16 Wisdom, too-it's not due to a too-low DC bonus on that ability ... Strength is more useful than you might think at first glance. It's actually where I've decided to put my bonus attribute points. With the flurry of blows ability and the improved secondary attack progression, you get to launch a lot more melee attacks than most other characters, and the Strength bonus applies its full value to every one of those attack and damage rolls. Sure, you can spend a feat on Weapon Finesse-but there are so many other useful feats for a monk to pick up, it's very efficient to have a high Strength instead. (One more level to Spring Attack ... just one more level ... :D) At 10th level, with the 4th and 8th level attribute bonuses applied to Strength, that half-orc can flurry for 4 attacks per round @ 1d10+5 points of damage per attack. Sometimes, it's nice to stun an opponent. But I've found that pounding them into a quivering mass of jelly works pretty well too. [/QUOTE]
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