Why Did The Game Wimp Out On Monks?

My arch nemeis, [MENTION=35909]StreamOfTheSky[/MENTION], knows what he's talking about when it comes to game mechanics. If he isn't a game designer, he should be... even though we come from diametrically opposed schools of thought when it comes to character options versus restrictions. ;)

That said, Monk threads are becoming nearly as popular as Paladin alignment threads.

And now for the good part.

Monks are fun. I enjoy them. I also enjoy multi-classing them; with Rogues, I get a fast moving, sneak attacking wall of pain, Or with Psychic Warriors, where I get Street Fighter characters. Not because I have to, not because they're 4th tier... because I want to.
 

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I actually think my game style is closer to yours than Stream's, but that doesn't mean I can ignore him.

It means I should take into account his points when planning/running my game so they don't crop up and/or I can take advantage of them.

As it is, I'm looking to run a Rokugan Pathfinder game in the near-future, so monks are very much at the fore-front of my thought. I hope to see at least one in the game - however, I can know in advance possible problems with the monk in combat and hopefully rectify them before they happen.

Because at the end of the day if you're having fun, you are not doing it wrong.
 

Ok, I need to clear something up...

My favorite character types are rogues and monks, I actually seldomly play casters. It might not always be the classes themselves, it could be some other class(es) being skill monkeys or fighting unarmed / doing martial arts, but I do play monks and (especially) rogues often. In general, my favorite characters tend to be acrobatic melee specialists with some cool tricks and enough skill versatility to support themselves if necessary, with as little spellcasting as possible.

That doesn't change the issue that monks and rogues are the weakest classes in PF and I'd rather that be addressed. I still will play them regardless...well, with some limitations. For example, I've completely given up on playing skirmishing characters in a Pathfinder game due to the tumble DC rules. Much as I like them, in the end I want a character that can actually function. If he's supposed to be a hit and run style fighter, then I expect specializing in that style to actually make it useful.

[sblock]My current games:
1. Nature-themed Gestalt Int Sorc // Factotum, soon to be changed to Druid//Ranger to accomodate the needed roles of his new group without changing his flavor much. This is a legacy character from a 3E game that went unfinished about 5 years ago. He's a legacy character from a 3.5 game that left off unfinished 5 years ago, that's the only reason I'm playing him, would've rather made a Crusader//Oracle dual shield bodyguard-type build, but DM insisted I bring back my original character.

2. High level Rogue/Fighter/Dervish. I really like playing her, but found out about a month after joining that the game has really nasty critical fumble rules that I can't stand, so I'm unfortunately going to retire her for an arcanist that doesn't ever make an attack roll that I won't enjoy half as much.

3. Low level Martial Rogue/Swordsage.

My previous half dozen characters before these current ones have all been rogues or martial artists of some kind.[/sblock]
 

Ok, I need to clear something up...

My favorite character types are rogues and monks, I actually seldomly play casters. It might not always be the classes themselves, it could be some other class(es) being skill monkeys or fighting unarmed / doing martial arts, but I do play monks and (especially) rogues often. In general, my favorite characters tend to be acrobatic melee specialists with some cool tricks and enough skill versatility to support themselves if necessary, with as little spellcasting as possible.

That doesn't change the issue that monks and rogues are the weakest classes in PF and I'd rather that be addressed. I still will play them regardless...well, with some limitations. For example, I've completely given up on playing skirmishing characters in a Pathfinder game due to the tumble DC rules. Much as I like them, in the end I want a character that can actually function.

If he's supposed to be a hit and run style fighter, then I expect specializing in that style to actually make it useful.

Hit/run character.
I know 3.5 had feats for that in PHB 2, but Monk never had any hit/run alternate class features.
 

Not with monks, necessarily. I was talking about monks AND rogues I play. And at least back in 3.0 I had a cool fly kicking charger monk, which sort of counts.... And it can be done. Shadow Sun Ninja gets the standard action touch attack that one round deals negative energy damage, the next round can be used to heal someone. You can definitely build a skirmisher off of that. Not to mention the Snap Kick feat, which you can attach to any attack action. ToB did a lot for mobile combatants, it really did.... But no, the skirmishers I make are usually rogues of some sort using reach weapons.
 

The main thing with the Monk is that it was designed around the AD&D Monk class, which had been built with entirely different assumptions. The Monk's rapid-fire unarmed attacks came from a design space in which he could make all of those attacks at his full THAC0 while moving his full movement rate before, during, and after his attack sequence. He had a niche, and the rules allowed him to excel in it.

The problem is that 3e gave him the same niche and the same abilities under rules that didn't allow him to use them effectively. He can only move before or after his attack, and then he can only attack once. His Flurry of Blows gives him an extra attack or two, at a penalty, and leaves him open to retribution.

I don't think it's possible to balance martial characters against spellcasters in 3.X-- even with Tome of Battle-- but I think letting them fight like their AD&D ancestors would help a lot, at least during combat.
 

Ok, I need to clear something up...

...[/sblock]

Similar here.

Every one may re-check that my two 1st characters in living 3.5 / Pathfinder games were a healbot/group-buffer cleric and a monk.

I like shapeshifting of all kind, so I also like druids.

I dislike choosing spells each day, so I prefer spellcasters with a 'known spell' list (I still wait for this option for druids in Pathfinder).

So I don't need tier 1 or optimized classes or choose my class with these things in mind.

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Bonus AC for monk levels make up for loss of shield. They can wear bracers of armor and max out dex. If they're made viable as fighters, they don't need as much armor class.
Why can hey max out dex? They also need Str, some Con and currently Wis. Also, everyone may wear bracers of armor. But the other classes don't need to.

Great 4th member. Trapfinding isn't needed the majority of the time. We often forego rogues since no one likes to play them. Players enjoy the monk.
So, are they replacing rogues (skills) or are viable fighters (combat)?

BTW, I know many people preferring rogues over monks (but I prefer monks, too).

How does the paladin in your campaign have a much better AC? You building your monk wrong? Or are you under-valuing touch AC?
Shield, heavy armor, small Dex bonus, neck slot free for amulet of natural armor, not being the class' 'weapon slot'.
The value of touch AC varies much by campaign. Most creatures (AFAIK) attack non-touch AC.


And now you want yet another class's abilities. So because the paladin, a warrior built for defense, has equal saves to a monk that somehow makes the great saves the monk gets not as valuable? You're losing me because monk and paladin are the two big save classes.
I was just saying that the monks saves have their equal. With full Bab, more HP and half-spellcasting.

Paladin doesn't have the movement or the evasion abilities to make the high save as effective. Or all the other nifty little abilities.
They have other nifty abilities. Evasion is obtainable as an item and their higher HP makes damage half effects form Fortitude and Will attacks (few they might be) less severe.

The MAD is the only thing I see making them weak. They have great survivability and do fairly good damage once they have a solid magic item tree.
I don't like classes needing an even more specific item tree than the other classes. Unarmed and natural armor bonus are also on the same slot.

2d10 damage with 7 to 9 attacks is nothing to scoff at. My friend usually takes +3 or 4 amulet of mighty fists and an enhancement of some kind such as holy or energy. Ups his damage substantially.
2d10 is an average of 9. What is his Str bonus? And 7-9 attacks only if he doesn't move more than 5ft.
+4 and 1 energy or +3 and holy is the highest level item he can ever get. Weapons can get much higher (and don't block the neck slot).


He picks his targets well. He positions well to get him bonuses to hit.
Every character and class should. This isn't monk specific.

And if you want a monk that can move, the new Dimensional Agility feat chain answered your wish. So Paizo gave you a nice bone to take advantage of monk movement.
I have not seen them in play yet.
But the first one cannot not be taken before level 12 as a single class monk. And I don't see an ability to use flurry of blows with it (I maybe missing it, using currently only the SRD.

I have on player that plays a monk every single campaign in both 3E and Pathfinder. He's trying a ninja this time because he wants to see how it works. But in every other campaign he plays a monk. He loves monks. He loves their versatility. He loves their movement. He loves not having any weak saves. He loves their damage output when he uses a key point and gets a large number of attacks. He loves that all his attacks use full Power Attack, so when he gets buffed with bless and prayer he's smashing for good damage. He loves having maxed out Perception, Sense Motive, and being able to Stealth.
An I know players who love to play rogues. And I like to play monks, too. May I not suggest improvements to things I like?

I'm wondering why my player finds way to take advantate of the varied abilities of the monk to make the character a very powerful contributing party member, but your groups can't seem to find ways to take advantage of the monk.
Never said that. But I have seen many ineffective monks in action.

Monks fast movement makes them awsome scouts.
Why? Because he can run away quickly? (serious question)

Monks great saves often have them resist aura attacks, spells, area of effect attacks, and the like. Monks high touch AC makes them poor targets for many dangerous abilities like enervate and the like.
Yes, monks have good defenses vs AoE and Touch target enemies (mostly some casters, who have also other spells on their list, but not necessarily ready).

Monks Abundant Step allows them to escape from behind walls, out of pits, from trapped rooms, away from enemies that try to trap them, and the like. I've seen so much clever play from monk players that other classes can't do that I never understand threads like this.
At level 12, most of my players don't need a monk to do this. And spellcasters can do it much earlier and can take others with them.

I really can't help but think no one plays monks in your guy's campaigns, so you've never really seen high level monks in action. Whereas I see them in action almost every campaign. They are always a huge pain in my behind as a fourth character. Far moreso than any rogue could ever hope to be.
I really can't help but think no one plays rogues in your guy's campaigns, so you've never really seen high level rogues in action. Whereas I see them in action almost every campaign. They are always a huge pain in my behind as a fourth character. Far moreso than any monk could ever hope to be.

And this is also true.

And the only thing we don't do that other groups do is use 15 point point buy. So MAD isn't a factor. When you're not dealing with MAD, monks are very fun and potent to play.
Yes, MAD is less a problem with higher point buy.
But if you roll, it can prevent you from playing the class effectively.
 

One thing to remember -- when the PF Core book was released in 2009, Paizo had no idea if the game was going to be successful or not on its own merits; in the drive to keep the 3.5 remaining fan base interested in their product, they found it wisest to innovate, but staying as close to the 3.5 rules as they could to add value to people who just wanted to keep playing 3.5.

Now, in hindsight of seeing that Pathfinder really does have a sufficient fanbase to take off with its own game, they could have gone further -- but they're stuck with the core they've got until it comes time to do a revamp. I think they're testing the waters with stuff like the stealth revamp, and seeing how far they can push edits to the core until time comes for a 2.0 in the future.

We can say now, "there will be no Pathfinder 2nd edition" but it's my opinion that it's only a matter of time - whether it's five or fifteen years from now, eventually you gotta do a cleanup on umpteen supplements, especially on the options that the majority of game tables use.
 

One thing to remember -- when the PF Core book was released in 2009, Paizo had no idea if the game was going to be successful or not on its own merits; in the drive to keep the 3.5 remaining fan base interested in their product, they found it wisest to innovate, but staying as close to the 3.5 rules as they could to add value to people who just wanted to keep playing 3.5.

I just can't accept that rationale, because they DID change many, many things that made backwards compatibility much harder or near impossible. Barbarian Rage and Bardic Performance being switched to rounds/day screwed up backwards compatibility way more than monks with full BAB ever would have. My barbarians used to buy the party druid UMD'er a wand of Blood Frenzy (target, if he has a rage ability, can enter it without expending a daily use). How the heck does that work in PF, exactly? What about Bard feats to expend a use of performance for the day to gain X benefit? How many rounds is one "daily use" worth in PF terms? Not to mention the changes to the bard spell progression. They get 1st level spells at level 1 now. So that doesn't potentially mess up prestige class requirements, but a BAB increase does?

So no. The reasons monks got saddled with medium BAB seem to be entirely arbitrary, it had nothing to do with backwards compatibility.
 

I'm not the one quoted, but here are my responses from our table.

Why can hey max out dex? They also need Str, some Con and currently Wis. Also, everyone may wear bracers of armor. But the other classes don't need to.

If you're trying to make a defensive monk, it's all about the Dexterity. And a monk never has to worry about the Maximum Dexterity on his armor. :)

So, are they replacing rogues (skills) or are viable fighters (combat)?

A little of both. They certainly aren't as skilled as a rogue, but they can do some solid damage like a fighter. A human monk can knock out 6 skill points a level if he doesn't completely tank Intelligence -- not Rogue level, certainly, but skilled.

Shield, heavy armor, small Dex bonus, neck slot free for amulet of natural armor, not being the class' 'weapon slot'. The value of touch AC varies much by campaign. Most creatures (AFAIK) attack non-touch AC.

I'm generally more worried about things like Enervation and Disintegration when it comes to Touch AC. This is definitely going to vary the most around tables. In our games, we tend to face a lot of spellcasters and Touch AC is *VITAL*.

Not to mention that most of our Paladins tend to go the Two-Handed Smite route. :)

They have other nifty abilities. Evasion is obtainable as an item and their higher HP makes damage half effects form Fortitude and Will attacks (few they might be) less severe.

I guess I'm not seeing a huge difference in Monk and Paladin HP. One uses d8s, one uses d10s. That's a difference of 1 HP per level on average. And both classes are rather MAD, so it's not like a fighter that comes out of the gate with a huge CON score. The Paladin *can* heal himself more effectively, of course.

I don't like classes needing an even more specific item tree than the other classes. Unarmed and natural armor bonus are also on the same slot.

This is one place where the DM / table will definitely matter. We use Brass Knuckles as the Armory listed them -- and will continue to do so until there is actual errata to change it. They've certainly had the opportunity to do it.

2d10 is an average of 9. What is his Str bonus? And 7-9 attacks only if he doesn't move more than 5ft. +4 and 1 energy or +3 and holy is the highest level item he can ever get. Weapons can get much higher (and don't block the neck slot).

Again, we're not using the horribly over-priced Amulet, but Brass Knuckles. Mine are currently +3 Holy Serpent-Bane. The party fighter and I both have 18 Strengths, though I out-damage him (his flail to my 2d6 unarmed). His armor class is higher than mine, with plate and a shield.

I commented earlier in this thread that the lack of a way to use all those attacks and movement at the same time is MY biggest gripe. As it is, I usually close with a charge while the Fighter either trips or uses Dirty Trick and then we just combo down foes. I'm more fragile but blow his damage out of the water, while he's the rock that can soak up the AoO's when we close on a monster.

Why? Because he can run away quickly? (serious question)

Honestly? Yes. As you're aware, stealth -- to avoid huge penalties -- is at half-speed. A monk can usually outrun the rest of the party WHILE moving quietly. If he does get spotted, he's got a fast movement speed to ensure he doesn't get caught (and Dimension Door, at later levels).

There are certainly monsters (flying dragons and air elementals, right off the top of my head) that can outrun a monk, but almost all monsters can keep up with or outrun any other fleeing scout.

Yes, MAD is less a problem with higher point buy. But if you roll, it can prevent you from playing the class effectively.

Monks need good scores. I don't think anyone will ever argue that one. When I rolled a spectacular set of abilities for the current game, I knew it was time to play a monk.

----------------------------------

I'm not arguing that monks are perfect. I just hear lots of people complain about them being underpowered and weak, which does not agree with what I've seen at our gaming table. Honestly, the DM (and fighter, to a lesser extent) spend lots of time complaining about how *over* powered my current monk is... :)

I think monks could use a tweak -- especially a way to combine their speed and their attacks -- but it has proven to be a solid class at our gaming table.
 

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