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General Tabletop Discussion
*Dungeons & Dragons
Why is There No Warlord Equivalent in 5E?
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<blockquote data-quote="Justice and Rule" data-source="post: 9344920" data-attributes="member: 6778210"><p>That's only if you don't take any Feats, or you managed to convince your DM to roll-up stats and got good rolls. Their AC <strong><em>can</em></strong> be better than most, but that isn't really as true in practice because of the nature of the game. The Monk has to spend valuable ASIs, while others can simply put on armor. It can be better, but it certainly not always the case.</p><p></p><p></p><p></p><p>Not sure I agree with that when the name of the game is damage output and certain archetypes have their powers tied to it.</p><p></p><p></p><p></p><p>Uh, speak for yourself. Unless you are only dealing with mooks, the way health scales while damage only scales with extra attacks, I'm not sure how you <em>aren't </em>going to be in reach of higher level enemies with time to spend on attacks.</p><p></p><p></p><p></p><p>You don't need 4 enemies in reach, you just need one with a bunch of health, like a boss monster. The name of the game is damage output. Attached things like Open Fist stuff is useful as hell, especially if you have something like a Hex on someone's main stat and attempt to knock them down.</p><p></p><p>What Stunning Strike is really good at doing is burning Legendary Resistances or locking down someone who lacks those through sheer weight of numbers at high level. That sort of power is the reason you <em>have</em> Legendary Resistances!</p><p></p><p></p><p></p><p>I'm sorry, but this is overcomplicating the situation so much that I can't even recognize it as something realistic. I've both run and GM'd monks before and I've never seen this sort of thought process go into the use of Stunning Strike. Typically speaking it's a fairly easy call given the potential return on a fail, <strong><em>especially</em></strong> if you have something lowering their saves like a Bane spell or Silvery Barbs (or Lathander help you, <em><strong>both</strong></em>).</p><p></p><p>Like, your list of "failure states" misses that you have to get to those points to find out and trying to outlast up close with the Monk is dumb, especially if you are wasting Ki on dodging given how much To-Hit bonuses scale compared to AC: having a 20 AC is <em>adorable </em>to an adult dragon who is adding +14 to hit you, even if you decide to Dodge. The whole point of the Monk class is to do things quick to overwhelm someone: I've seen a Monk hit someone with 3 attacks and only get a stun on the third one, but even still it was <em>massive </em>because suddenly that creature can't do anything until the end my next turn, granting my allies advantage and the ability to do a ton of stuff.</p><p></p><p></p><p></p><p>You're making the decision to tank because you are removing most of your special abilities to move or shape the battle by doing so. If you are Dodging, you're expecting to take hits, thus "tanking" them. We're splitting hairs on words when we don't need to be.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9344920, member: 6778210"] That's only if you don't take any Feats, or you managed to convince your DM to roll-up stats and got good rolls. Their AC [B][I]can[/I][/B] be better than most, but that isn't really as true in practice because of the nature of the game. The Monk has to spend valuable ASIs, while others can simply put on armor. It can be better, but it certainly not always the case. Not sure I agree with that when the name of the game is damage output and certain archetypes have their powers tied to it. Uh, speak for yourself. Unless you are only dealing with mooks, the way health scales while damage only scales with extra attacks, I'm not sure how you [I]aren't [/I]going to be in reach of higher level enemies with time to spend on attacks. You don't need 4 enemies in reach, you just need one with a bunch of health, like a boss monster. The name of the game is damage output. Attached things like Open Fist stuff is useful as hell, especially if you have something like a Hex on someone's main stat and attempt to knock them down. What Stunning Strike is really good at doing is burning Legendary Resistances or locking down someone who lacks those through sheer weight of numbers at high level. That sort of power is the reason you [I]have[/I] Legendary Resistances! I'm sorry, but this is overcomplicating the situation so much that I can't even recognize it as something realistic. I've both run and GM'd monks before and I've never seen this sort of thought process go into the use of Stunning Strike. Typically speaking it's a fairly easy call given the potential return on a fail, [B][I]especially[/I][/B] if you have something lowering their saves like a Bane spell or Silvery Barbs (or Lathander help you, [I][B]both[/B][/I]). Like, your list of "failure states" misses that you have to get to those points to find out and trying to outlast up close with the Monk is dumb, especially if you are wasting Ki on dodging given how much To-Hit bonuses scale compared to AC: having a 20 AC is [I]adorable [/I]to an adult dragon who is adding +14 to hit you, even if you decide to Dodge. The whole point of the Monk class is to do things quick to overwhelm someone: I've seen a Monk hit someone with 3 attacks and only get a stun on the third one, but even still it was [I]massive [/I]because suddenly that creature can't do anything until the end my next turn, granting my allies advantage and the ability to do a ton of stuff. You're making the decision to tank because you are removing most of your special abilities to move or shape the battle by doing so. If you are Dodging, you're expecting to take hits, thus "tanking" them. We're splitting hairs on words when we don't need to be. [/QUOTE]
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