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General Tabletop Discussion
*Pathfinder & Starfinder
What is the best way to create effective Monk only with core rules?
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<blockquote data-quote="Gizzard" data-source="post: 235679" data-attributes="member: 527"><p>> if so take a lvl as psion or psychic warrior </p><p></p><p>I assumed the original poster wanted a pure Monk, perhaps he could clarify this? </p><p></p><p>I did consider taking a level or two of Rogue, thinking that the Sneak Attack damage and the tons of Skills would complement the Monks strengths nicely. I looked at a Monk3/Rogue2 and a Monk4/Rogue1. The latter worked out pretty well, but I decided to stay with Monk5 since it seemed un-Monkly to suddenly become interested in Rogue levels. </p><p></p><p>> I wouldn't mind seeing Gizzard and Christian's figures...</p><p></p><p>I dont have S&F; can you summarize their table? I'm not sure I grok it.</p><p></p><p>Anyway, my thought process was just for Monks with 1 basic attack, since thats what I am. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> This should hold you 'til 8th level or so though. I started by trying to calculate my average damage per round. That is either:</p><p></p><p>regular damage = reg hit chance * avg dmg or:</p><p>flurry damage = flurry chance * avg dmg + flurry chance * avg dmg which becomes:</p><p>flurry damage = (2 * flurry chance) * avg dmg</p><p></p><p>So basically, if (2 * flurry chance) > (regular chance) then you are hitting more. So lets run some sample numbers (with my average damage of (1+8)/2 +2 = 6.5):</p><p></p><p>Need to roll 11 to hit: </p><p>Regular = 50% * 6.5 = 3.25</p><p>Flurry = (2 * 40%) * 6.5 = 5.2</p><p></p><p>Need 16 to hit:</p><p>Regular = 25% * 6.5 = 1.625</p><p>Flurry = (2 * 15%) * 6.5 = 1.95</p><p></p><p>Need 18 to hit:</p><p>Regular = 15% * 6.5 = .975 <- winner!</p><p>Flurry = (2 * 5%) * 6.5 = .65 </p><p></p><p>Need 19 to hit:</p><p>Regular = 10% * 6.5 = .65 <-tie</p><p>Flurry = (2 * 5%) * 6.5 = .65</p><p></p><p>Need 20 to hit:</p><p>Regular = 5% * 6.5 = .325</p><p>Flurry = (2 * 5%) * 6.5 = .65 <- winner!</p><p></p><p>You can see from these examples how things get weird as the Flurry starts to auto-hit on a 20 despite the -2 penalty. After I've written this all out, I realize that the to-hit chance calculations are correct, but that to consider damage I really have to consider the criticals. I'll go through that tomorrow I think, but tonite I am too sleepy! ;-) </p><p></p><p>Still, it isnt going to change the idea that its not a "flurry of misses", you actually do hit more with the Flurry than not (except at 18). </p><p></p><p>The calculations incidentally highlight the fact that the Monk is not a big-time damage machine like the Fighter or Barbarian. I think our partys Barbarian would be shamed forever if he ever did only 5.2 points in a round to a lightly armored target.</p></blockquote><p></p>
[QUOTE="Gizzard, post: 235679, member: 527"] > if so take a lvl as psion or psychic warrior I assumed the original poster wanted a pure Monk, perhaps he could clarify this? I did consider taking a level or two of Rogue, thinking that the Sneak Attack damage and the tons of Skills would complement the Monks strengths nicely. I looked at a Monk3/Rogue2 and a Monk4/Rogue1. The latter worked out pretty well, but I decided to stay with Monk5 since it seemed un-Monkly to suddenly become interested in Rogue levels. > I wouldn't mind seeing Gizzard and Christian's figures... I dont have S&F; can you summarize their table? I'm not sure I grok it. Anyway, my thought process was just for Monks with 1 basic attack, since thats what I am. :-) This should hold you 'til 8th level or so though. I started by trying to calculate my average damage per round. That is either: regular damage = reg hit chance * avg dmg or: flurry damage = flurry chance * avg dmg + flurry chance * avg dmg which becomes: flurry damage = (2 * flurry chance) * avg dmg So basically, if (2 * flurry chance) > (regular chance) then you are hitting more. So lets run some sample numbers (with my average damage of (1+8)/2 +2 = 6.5): Need to roll 11 to hit: Regular = 50% * 6.5 = 3.25 Flurry = (2 * 40%) * 6.5 = 5.2 Need 16 to hit: Regular = 25% * 6.5 = 1.625 Flurry = (2 * 15%) * 6.5 = 1.95 Need 18 to hit: Regular = 15% * 6.5 = .975 <- winner! Flurry = (2 * 5%) * 6.5 = .65 Need 19 to hit: Regular = 10% * 6.5 = .65 <-tie Flurry = (2 * 5%) * 6.5 = .65 Need 20 to hit: Regular = 5% * 6.5 = .325 Flurry = (2 * 5%) * 6.5 = .65 <- winner! You can see from these examples how things get weird as the Flurry starts to auto-hit on a 20 despite the -2 penalty. After I've written this all out, I realize that the to-hit chance calculations are correct, but that to consider damage I really have to consider the criticals. I'll go through that tomorrow I think, but tonite I am too sleepy! ;-) Still, it isnt going to change the idea that its not a "flurry of misses", you actually do hit more with the Flurry than not (except at 18). The calculations incidentally highlight the fact that the Monk is not a big-time damage machine like the Fighter or Barbarian. I think our partys Barbarian would be shamed forever if he ever did only 5.2 points in a round to a lightly armored target. [/QUOTE]
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What is the best way to create effective Monk only with core rules?
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