isirga eth
First Post
I did the math...
Inspired by this very concern with the monk's usefulness, I Brian Van Hoosed the rules and made combat probability charts for fighters, rangers, barbarians and monks. Using a typical member of each class at low and high levels, I put them against each other and mathematically calculated their exact chances to hit each other, and the speed with which they won the fight.
Math doesn't lie. And math said that Multiple attacks are a heckuva advantage.
Even with a reduced BAB, the monk made mincemeat out of the other guys because he was making five attacks for every three the others made, at almost the same damage rate. In the end, the monk did MORE average damage than the other guys (not MUCH more, but more anyway).
Now; of course players are not expected to fight each other, and the real issue is whether a class is fun to play AGAINST the monsters...
So I Brian Van Hoosed the rules again, this time cracking and deconstructing the class design rules. Averaging skill points, feats, BAB, hp, special powers, saves and even class limitations, the Monk class is BY FAR the most powerful out there, even counting its obvious drawbacks.
Mathematical, scientific conclusion: Monks are not only useful, they are over-the-top.
Of course, if you see your games as an endless series of powerful monster bashing, the monk is weaker than the wizard or fighter - but gaming is much more than that. Even power gaming requires your character to be powerful in something ELSE besides hack & slash. The monk rules in this sense, and I mathematically confirmed that he CAN fight.
So don't you worry - your monk's cool. Just give him time.
And by the way, the ranger (also considered to be weaker by some) is also mathematically more powerful than other classes.
Power Play munchkin tip: Make a first-level ranger and then be a monk for the rest of your life. Not even a fighter will get that many special powers. Besides, you get a monk who can actually USE a magic sword without a problem, which offsets the weapon use penalties. Also, monk multiclassing penalties do not apply if you change FROM ranger TO monk. Finally, I found no rule forbidding the two-weapon and ambidexterity feats to be used with an UNARMED ATTACK in the off-hand, which results in a very cool combo at lower levels.
Or better yet, if you really feel like munchkining around, start out as a sorcerer and then become a monk at 4th level... jedi knight, anyone?
Inspired by this very concern with the monk's usefulness, I Brian Van Hoosed the rules and made combat probability charts for fighters, rangers, barbarians and monks. Using a typical member of each class at low and high levels, I put them against each other and mathematically calculated their exact chances to hit each other, and the speed with which they won the fight.
Math doesn't lie. And math said that Multiple attacks are a heckuva advantage.
Even with a reduced BAB, the monk made mincemeat out of the other guys because he was making five attacks for every three the others made, at almost the same damage rate. In the end, the monk did MORE average damage than the other guys (not MUCH more, but more anyway).
Now; of course players are not expected to fight each other, and the real issue is whether a class is fun to play AGAINST the monsters...
So I Brian Van Hoosed the rules again, this time cracking and deconstructing the class design rules. Averaging skill points, feats, BAB, hp, special powers, saves and even class limitations, the Monk class is BY FAR the most powerful out there, even counting its obvious drawbacks.
Mathematical, scientific conclusion: Monks are not only useful, they are over-the-top.
Of course, if you see your games as an endless series of powerful monster bashing, the monk is weaker than the wizard or fighter - but gaming is much more than that. Even power gaming requires your character to be powerful in something ELSE besides hack & slash. The monk rules in this sense, and I mathematically confirmed that he CAN fight.
So don't you worry - your monk's cool. Just give him time.
And by the way, the ranger (also considered to be weaker by some) is also mathematically more powerful than other classes.
Power Play munchkin tip: Make a first-level ranger and then be a monk for the rest of your life. Not even a fighter will get that many special powers. Besides, you get a monk who can actually USE a magic sword without a problem, which offsets the weapon use penalties. Also, monk multiclassing penalties do not apply if you change FROM ranger TO monk. Finally, I found no rule forbidding the two-weapon and ambidexterity feats to be used with an UNARMED ATTACK in the off-hand, which results in a very cool combo at lower levels.
Or better yet, if you really feel like munchkining around, start out as a sorcerer and then become a monk at 4th level... jedi knight, anyone?