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What's Up With The Monk?

Well, depending on how you interpret the Web spell, your ruling was fine or way off. Since I personally believe the spell has to really fill up the area with gunk to be that useful, I think it was fine. Did you warn the wizard's player that his line of sight was obstructed? If you did, no problem.

Yes, the Fireball decided the outcome most decisively :D

However, as they say, them's the breaks. That's why most of the time trying to figure out the outcome of a fight is impossible. If you judge only by the outcome, the monk is über-broken :D

When you wrote that the monk was doing d6 damage, was that a typo? 'Cause a level 7 monk is supposed to do d8, and level 8 does d10. Ah, a single level more :)

You know, I just thought of a "fix" for the monk with this situation. Instead of scaling the damage dealt by a die type, what about a class bonus (like the AC bonus) that rises by level, much less drastically? Keep the base die of d6, but add damage using the same bonus as a high saving throw (i.e. +2 at level 1, to +12 at level 20). That way a basic level 20 monk does d6+12(plus whatever bonuses), which is a better average than d20. And the monk is suddenly a better fighter for it, despite still having only d6 for damage.

Also, there would now be a reason for using monk weapons, since the bonus damage would apply to those as well. What do you think?
 
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The d6 damage came from using the +1 kama. Kamas are d6 damage, right?

As for the monk damage bonus, would it work for monk weapons or would it be like enchanted fists? That is interesting question itself. How about letting the monk improve his fists the way that a samurai improves his deisho (sp?) and keep the d6 damage. That would allow for customized monk (monk of the flamming fist?) and keep the ability outside the broken. Have them pay just 40 expericence per 1000 of enchantment or just make it an auto bonus. How about "enchanting" each hand differently? Fear the monk of fire and ice!
 

I was thinking more along the lines of a competence (or insight) bonus myself, but you could also do the enchanted fists thing in a more mystical campaign.

Oh, and yes, it would count for monk weapons too.
 
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Interesting fight.

If I recall correctly, Web gives an additional concealment factor for each 5 feet. So, if there was 20 feet of web between the wizard and his target, that would be 9/10s, more or less an arrow slit of narrow opening. Interesting - hadn't thought of this, but I don't really see a problem with the ruling.

Did the monk use his stunning attack vs. the monk fighter? If he landed a single stunning blow, the monk fgt drops his katana, and loses an action. Pickup is a Move Eq., draws an AOO. :)

If you did have the monk only dealing d6 dam, then I would say the fight is a definate win for Mr. Monk - sounds like a few extra points of damage would have decided it in favor of the monk. You didn't give the play by play, but if the monk could get to the wounded bard, he should have taken him out too. :)

But - youy didn't want a TPK! Just a test of the effective monk - and the answer seems to be, yep, he held his own!
 

I like that idea. It seems to me very unfair that the monk can't improve his unarmed attacks at high levels without paying ridiculous amounts of money (I'm talking about the Amulet of Enchanted Fists or something from SwordandFist). The price for that is 3x the amount for a weapon of similar 'plus'.

Surely a monk should be allowed to improve his unarmed attacks the same way a fighter can improve his best weapon? I like the idea of a monk with flaming hands, or maybe even something really outlandish like a ranged attack! So long as you put a returning enchantment on it - wow! It's Dhalsim from Streetfighter!

Yeah, Bracers of Unarmed Fighting +5 Shocking Burst Throwing Returning! Streetfighter attacks ahoy!
 

Well, throwing pits in to the equation made it even tougher on the party -- not really a fair test in any event. I mean, the terrain wasn't just special, it was uniquely bad for the party.

Your ruling was correct, but I probably would have warned the wizard about what was coming. You got him on a little rules trick. Not much of a test when the party implodes on itself :).
 

Tallarn said:
I like that idea. It seems to me very unfair that the monk can't improve his unarmed attacks at high levels without paying ridiculous amounts of money (I'm talking about the Amulet of Enchanted Fists or something from SwordandFist). The price for that is 3x the amount for a weapon of similar 'plus'.

Surely a monk should be allowed to improve his unarmed attacks the same way a fighter can improve his best weapon? I like the idea of a monk with flaming hands, or maybe even something really outlandish like a ranged attack! So long as you put a returning enchantment on it - wow! It's Dhalsim from Streetfighter!

Yeah, Bracers of Unarmed Fighting +5 Shocking Burst Throwing Returning! Streetfighter attacks ahoy!

LOL. is the monk's belt the "thousand hand slap"?
 

The kama was +1 and I bought it just so that there would be a way to overcome DR.

So, although the hand damage would be d8, the +1 averaged it out the same, and hit more often.


g!
 

Combine a good jump check with an unarmed attack and I'm fairly sure you could choose to describe it as pretty much any SF2 attack! Guile's Somersault Kick, Chun Li's Spinning Bird Kick, even E. Honda's Flying Head Butt. There'll all there.

maybe that's how I should describe my next monk's attacks, eh?
 

LokiDR said:

Ok, that's enough. Tell me your thoughts, if you are still reading.

Your ruling on the Fireball makes no sense to me. Concealment does not block line of effect. The wizard can normally just point in a direction and specify a range without making a roll. I believe you are confusing concealment with cover. The Web spell will not block the Fireball.

Bottom line: Pit trap works. Monk gets snot beaten out of him. Some PCs get nuked because of questionable ruling on spell.

[Oops! Correction posted below...]
 
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