• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

What's Up With The Monk?

LokiDR said:
Downed opponents are good, unless allies are attacking ranged. Also, what stops the PC from getting up, and taking a shot? Most of the players use ranged weapons of one sort or another.

Once again, if he trips one, and then moves on, he doesn't really do anything. The PCs might get annoyed, but he isn't really being effective.

Hmmm... It kind of sounds like, from your comments, you are unfamiliar with Improved Trip.

From the SRD:
If the character trips an opponent in melee combat, the character immediately gets a melee attack against that opponent as if the character hadn’t used the character's attack for the trip attempt.

In other words, dash in, trip the PC, get the free attack at (Full Attack Bonus + 4) for a prone opponent, then dash out. The PC then has to waste a move-equivalent action to get up again -- no full attacks from that character, and it will really mess up anyone using a crossbow since they have to waste an extra round on the reload.
 
Last edited:

log in or register to remove this ad

LokiDR, remember that Improved Trip gives the monk a free attack on the downed person. That is CONSIDERABLE.

By hiding, I meant he gets the drop on them. If he can Spring Attack Stunning Fist the party spellcaster, then (hopefully) Improved Trip someone the next round, he's doing OK. If they use a lot of ranged, get him in close and break bows if you must :D

Villano, I understand what you mean now. However, one of the monk prestige classes in OA gets buffs a certain amount of times per day, no? Would you be borrowing from that?

I still disagree with you, but I see where you're going with it, and it is logical. My idea of the monk is very different though. And this is where what hong said comes into play: everyone has a different idea of what the monk should do. Hence, problem.
 

wolff96 said:
LokiDR:

Here's what I would suggest, with some tactics noted.

. . . . .


This looks like a well designed character, he has been logged for future use :) If he isn't mowed down in the first few rounds, it looks like he could do some real damage. I think that this situation does give him a bit too much leverage of hide and move silently, but there is no perfect test. I do notice that your tatics might work better if this was a rogue :D
 

wolff96 said:


Hmmm... It kind of sounds like, from your comments, you are unfamiliar with Improved Trip.



In other words, dash in, trip the PC, get the free attack at (Full Attack Bonus + 4) for a prone opponent, then dash out. The PC then has to waste a move-equivalent action to get up again -- no full attacks from that character, and it will really mess up anyone using a crossbow since they have to waste an extra round on the reload.

My bad. I should remember my alternative combat manuevers better than that. It is a good thing that I read up on ablities before I use them in game.
 

LokiDR said:


Once again, if he trips one, and then moves on, he doesn't really do anything. The PCs might get annoyed, but he isn't really being effective.

Yeah, but improved trip allows him to make another "free" attack at the same BAB. So he could spring in trip, then attack a prone target at +4 to his BAB and then spring out.

g!
 

Hakkenshi said:
...My problem with Diamond Soul, Empty Body, Wholeness of Body and Tongue of Sun and Moon is that I have no clue where they come from, and why they're supposed to fit the monk.

Chalk up these level based powers to being holdovers from 1st Ed. With the Monk - because there really wasn't a 2nd Ed version of the class - a lot of things came directly out of 1st Ed (at least in spirit).

By the way, for those who think that the monk should be able to be a front line fighter, one house rule can make it possible.

In 1st Ed, monks got bonus damage when using weapons (+1/2 a point per level). To update that, you can simply give monks bonus damage (possibly 1 every 3 levels, so as not to make it outrageous) as an Extraordinary Ability.

I'm not sure which type of bonus it would fall under, maybe competence or inherent, but I would probably say that it would only apply to the exotic "monk" weapons.

What do you think?
 

You could always say they get their Wisdom modifier to damage rolls with them, which is what I did in my version of the monk on the previous page. Of course, this ability did come at a high level (maybe too high).

I think this is one carryover from 1st Ed. (which I never played) that could have been left behind. Those abilities don't really suit the monk.
 

Hakkenshi said:
You could always say they get their Wisdom modifier to damage rolls with them, which is what I did in my version of the monk on the previous page. Of course, this ability did come at a high level (maybe too high).

I think this is one carryover from 1st Ed. (which I never played) that could have been left behind. Those abilities don't really suit the monk.

Agreed. The monk doesn't need another column for more special abilites, they have the most already :)

Is is just me, or are there a lot of special rules around the monk? Special version of BAB and unarmed damage. Were they just added in late, or was the system not designed for them?
 

Hakkenshi said:
Glad I got a laugh out of you. To answer this ridiculous claim, I'll tell you that in fact I usually make monks with low Strength and Con, so you don't need to bother with useless accusations of cheating (or whatever).

A monk with high Dex and Weapon Finesse, as I've stated, has no problems hitting things unless your bad luck is of legendary proportions. In that case, I advise you not to leave your house.

Fair enough. That can work.

But low Str does not make for much of a trip attack or grapple unless you are squaring off against a wizard or commoner. I thought you were bragging about these options for monks?


And since we *do* roll our stats, not everyone plays a Half-Orc barbarian with 20 Str and 16 Con but 6 in Int and Cha. That's my major beef with point buy; it makes for ridiculously uneven characters for players who insist on catering only to their main stats.

Don't assume I was thinking of anything of the kind. Since you brought up d12 damage as some decisive edge, you have you expect you can be matched up against, say, a human with a starting 16 Str, +3 for level stat increases, +3 for an item or potion or spell. That is a +6 mod vs. your +1 or +2. Plus his BAB is +3 higher than yours, for a net +8 in the grapple or trip check. He will win the opposed check ~80% of the time.

Your d12 +2 damage is averaging 9 points. His d3 + 6 averages 8 points. Is that an edge you want to brag about?

I haven't even considered half-orcs or raging yet.

That is an unremarkable human fighter I could build with 25 pts., without notable minmaxing and NPC wealth -- a run of the mill cohort for an Evil Wizard.


Your barbarian and fighter still can't deal anything but subdual. There are spells that protect against that entirely, and I think one of them is something like 2nd level. And whatever their level, they will still deal the same base damage unarmed. This is hardly impressive. One-on-one they would still win, but this isn't PvP, if you hadn't noticed. Grappling is incredibly useful in a number situations, and without magic items or buffs, the monk is the hands-down damage-dealer there. [/B]

I am not necessarily thinking player vs. player. I am debunking the myth that the monk is some kind of unique example of unarmed excellence. Monks don't truly "own" that niche. Other classes are competitive if they spend a feat or two.

You will run into a lot of fighterish humanoid henchmen over your career, and subdual will do the job. Humanoids are actually vastly more likely in circumstances you are lacking for weapons. Weird creatures usually just chop you up and eat you, not capture you and tie you up. Nor are they common at social events where swords are impolite.
 
Last edited:

I think that 7th level monk is dead meat against those 5 PCs of 5thish level. Spring Attack will hardly help unless he can surprise them over and over again; 2 or 3 of them will ready actions and hammer him to oblivion.

What you need is Spring Attack and Hold the Line (Combat Reflexes as prereq). That will cause havoc with readied charges. But he couldn't get that until 9th level. CR will also help a bit if they try to gang up on him.
 
Last edited:

Into the Woods

Remove ads

Top