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What's Up With The Monk?
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<blockquote data-quote="Hammerhead" data-source="post: 284819" data-attributes="member: 73"><p>However, an Amulet of Mighty Fists costs THREE TIMES the amount of a similar +1 Sword/Axe/Hammer. A fighter can "buy" a +5 weapon for about the same cost as the monk can "buy" a +3 Amulet. And, the amulet takes up a slot. Also, considering the amulet of mighty fists isn't core D&D...</p><p></p><p>And actually, an AoO will stop a monk trying to grapple, assuming it hits.</p><p></p><p>Also, many of the fighter's "Will save problems" can be negated by a simple Protection from Evil spell.</p><p></p><p>The reason a monk needs high stats are because they need high Wisdom for AC and cool abilities, high Dex for AC, high Strength for hitting and damaging, a decent Con for hit points, and a decent Int for skill points, for Tumble, Jump, Listen, etc. Fighters need high Str and Con, decent Dex and Int (in case they want Whirlwind attack), and a decent Wis. If they don't want Whirlwind/Expertise, they can drop the Int; it's not like they get good skills anyway.</p><p></p><p>And while a monk may benefit from great maneuverability, the fly spell, a staple for most groups, gives the same speed as a high level monk, and infinite jumping power (kind of). Makes the monk look kind of foolish for concentrating so much on movement, eh?</p></blockquote><p></p>
[QUOTE="Hammerhead, post: 284819, member: 73"] However, an Amulet of Mighty Fists costs THREE TIMES the amount of a similar +1 Sword/Axe/Hammer. A fighter can "buy" a +5 weapon for about the same cost as the monk can "buy" a +3 Amulet. And, the amulet takes up a slot. Also, considering the amulet of mighty fists isn't core D&D... And actually, an AoO will stop a monk trying to grapple, assuming it hits. Also, many of the fighter's "Will save problems" can be negated by a simple Protection from Evil spell. The reason a monk needs high stats are because they need high Wisdom for AC and cool abilities, high Dex for AC, high Strength for hitting and damaging, a decent Con for hit points, and a decent Int for skill points, for Tumble, Jump, Listen, etc. Fighters need high Str and Con, decent Dex and Int (in case they want Whirlwind attack), and a decent Wis. If they don't want Whirlwind/Expertise, they can drop the Int; it's not like they get good skills anyway. And while a monk may benefit from great maneuverability, the fly spell, a staple for most groups, gives the same speed as a high level monk, and infinite jumping power (kind of). Makes the monk look kind of foolish for concentrating so much on movement, eh? [/QUOTE]
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