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Why not monks?
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<blockquote data-quote="Mad Hamish" data-source="post: 5744736" data-attributes="member: 25321"><p>If you rarely fight non-humanoid monsters I'd say it's somewhat uncommon.</p><p></p><p></p><p></p><p>I'm not sure how well trip really scales with level. A typical CR 10 monster seems to have CMD 30 or so.</p><p></p><p></p><p></p><p>The Cavalier isn't ended completely, he's certainly a lot less effective. He can also use Horseshoes of Speed, Horseshoes of a Zephyr to get around some problems with it and a small Cavalier has more chances to get his mount places.</p><p></p><p></p><p></p><p>A Ranger isn't ruined by fighting non-prefered enemies.</p><p>He's certainly down in effectiveness but he's not negated by it.</p><p></p><p></p><p></p><p>Change a monk to your suggested builds please.</p><p></p><p></p><p></p><p>nothing but weapons, AC bonuses and a stat boosting item apart from the pearls of power.</p><p></p><p>nothing for mobility, nothing for saves, nothing ideosyncratic</p><p></p><p></p><p></p><p>you did notice I wrote </p><p>"which gives you +12 to AC, a bonus to monk abilities and stat bonuses"</p><p></p><p>To me generalist magic item suggests </p><p>movement options, some stuff not related to combat, some quirky stuff</p><p></p><p>stat bonuses don't qualify as generalist magic items IMO (effective yes, another criticism of standard D20 is the virtual requirement for stat boosters, cloak of resistance, etc)</p><p></p><p></p><p></p><p>So you had a perfect choke point and couldn't be bullrushed or bypassed?</p><p>Makes it practical but not IMO good encounter design.</p><p></p><p></p><p></p><p>if matters if you're talking 1 on 1 and being isolated to take an enemy out - which you were.</p><p>Now tying up the opposition big hitter still could be worth it but I don't think you're presenting enough of a threat to keep him close. Admittedly he could end up extremely pissed off at trip attacks but whips can be sundered...</p><p></p><p></p><p></p><p>If you're presenting a particular build as kicking some arse then what other builds can do isn't particularly relevant.</p><p></p><p></p><p></p><p>Which means he trips the fighter on a 16 or better and drops the whip on a 6 or less. Which leaves him not overly likely to be effective.</p><p></p><p></p><p></p><p>The fighter has taken a Trait for +1 on Will saves, has Iron Will, 14 Wisdom and a cloak of protection because being dominated isn't fun for the party.</p><p></p><p>as far as odd attribute choices go </p><p>dex & con are priorities for a fighter and wisdom is handy because of will saves. </p><p></p><p></p><p></p><p>Interesting that he always has them if he's commonly functioning as a scout or attacking isolated opponents.</p><p></p><p>However let's clarify between the 1 vs 1 compared to fighting as part of a group. </p><p>1 on 1 the fighter would get Haste from boots of speed.</p><p></p><p>As part of a group there are buffs thrown around and Enlarge Person, Haste, Inspire Courage, Heroism, Good Hope are pretty common.</p><p></p><p>Also note that the movement bonus from Haste doesn't stack for a Monk which means that almost any other character will have the same speed as the Monk in combat in your group and a Barbarian is faster</p><p></p><p></p><p></p><p>Depending on exactly how you build things Paladins, Rangers, Inquisators for a start can get up around there.</p><p></p><p></p><p></p><p>although most of them are exotic so require a feat</p><p>Of course non-monks get Nodachi which would be an upgrade for pretty much any two handed weapon user and is only a martial weapon.</p><p></p><p></p><p></p><p>as you've built it the damage isn't huge on you've got around a 50% chance of hitting vs AC 25.</p><p></p><p></p><p></p><p>In 4th ed 50/50 is pretty good. Not so much in d20.</p><p>Compare it to an aggessive sword and board fighter or a two weapon fighter.</p><p></p><p></p><p></p><p>I'm assuming you mean you'll probably trip them and get another the next round or when they stand up. Because moving through multiple squares doesn't provoke multiple AoOs.</p><p></p><p>It also requires the opposition to be spread out initially </p><p></p><p></p><p></p><p>I'm not sure that CMB really goes up fast enough to make it a worthwhile tradeoff</p><p></p><p></p><p></p><p>I'm not sure that the combat options stay as effective as you level.</p><p></p><p></p><p></p><p>When putting forwards a build as kicking arse it's not a particularly strong argument to say "or you can do it differently"</p><p></p><p></p><p></p><p>A bonus to hit is pretty important and the monk weapons tend not to be overly damaging so it's an expensive and annoying but useful option.</p><p></p><p></p><p></p><p>It depends a lot on how your campaign goes and how much game time a typical session goes through.</p><p>The wand of Barkskin only lasts an hour, the wand of greater magic fang lasts 12 hours per charge.</p><p></p><p>Depending on the session they may be long enough for a charge to last for the session or may not.</p><p></p><p></p><p></p><p>The problem is that when using the mobility is that it means you're down to 1 attack and you need to be flurrying to put out any damage.</p><p></p><p>I don't think there's a role that the Monk is clearly better than other options</p><p>as a mobile combatent a Barbarian is up there and will put out more damage</p><p>as a stand and fight option a fighter takes some beating.</p><p>a cavalier can rove around the field and hit isolated foes hard.</p><p>and many classes can cause people huge amounts of damage in many areas of the battle with archery</p><p></p><p>Which isn't to say that a Monk is unplayable but I don't know that your suggested kick arse monk builds really stand out compared to other options.</p><p></p><p>A lot of the base monk's abilities at higher levels aren't that impressive for the level you get them at (admittedly I haven't looked closely at the archetypes, other classes have been more what I wanted to play when I've made characters) </p><p></p><p>You can play a monk in one of several roles but I don't think there's anything that makes it compelling on a mechanical level compared to other options. </p><p></p><p>Now some of the style feats & other new feats and archetypes do provide options that are tough to get in other ways but I'm not sure how they compare to other options that are available for the roles they help the monk fill.</p></blockquote><p></p>
[QUOTE="Mad Hamish, post: 5744736, member: 25321"] If you rarely fight non-humanoid monsters I'd say it's somewhat uncommon. I'm not sure how well trip really scales with level. A typical CR 10 monster seems to have CMD 30 or so. The Cavalier isn't ended completely, he's certainly a lot less effective. He can also use Horseshoes of Speed, Horseshoes of a Zephyr to get around some problems with it and a small Cavalier has more chances to get his mount places. A Ranger isn't ruined by fighting non-prefered enemies. He's certainly down in effectiveness but he's not negated by it. Change a monk to your suggested builds please. nothing but weapons, AC bonuses and a stat boosting item apart from the pearls of power. nothing for mobility, nothing for saves, nothing ideosyncratic you did notice I wrote "which gives you +12 to AC, a bonus to monk abilities and stat bonuses" To me generalist magic item suggests movement options, some stuff not related to combat, some quirky stuff stat bonuses don't qualify as generalist magic items IMO (effective yes, another criticism of standard D20 is the virtual requirement for stat boosters, cloak of resistance, etc) So you had a perfect choke point and couldn't be bullrushed or bypassed? Makes it practical but not IMO good encounter design. if matters if you're talking 1 on 1 and being isolated to take an enemy out - which you were. Now tying up the opposition big hitter still could be worth it but I don't think you're presenting enough of a threat to keep him close. Admittedly he could end up extremely pissed off at trip attacks but whips can be sundered... If you're presenting a particular build as kicking some arse then what other builds can do isn't particularly relevant. Which means he trips the fighter on a 16 or better and drops the whip on a 6 or less. Which leaves him not overly likely to be effective. The fighter has taken a Trait for +1 on Will saves, has Iron Will, 14 Wisdom and a cloak of protection because being dominated isn't fun for the party. as far as odd attribute choices go dex & con are priorities for a fighter and wisdom is handy because of will saves. Interesting that he always has them if he's commonly functioning as a scout or attacking isolated opponents. However let's clarify between the 1 vs 1 compared to fighting as part of a group. 1 on 1 the fighter would get Haste from boots of speed. As part of a group there are buffs thrown around and Enlarge Person, Haste, Inspire Courage, Heroism, Good Hope are pretty common. Also note that the movement bonus from Haste doesn't stack for a Monk which means that almost any other character will have the same speed as the Monk in combat in your group and a Barbarian is faster Depending on exactly how you build things Paladins, Rangers, Inquisators for a start can get up around there. although most of them are exotic so require a feat Of course non-monks get Nodachi which would be an upgrade for pretty much any two handed weapon user and is only a martial weapon. as you've built it the damage isn't huge on you've got around a 50% chance of hitting vs AC 25. In 4th ed 50/50 is pretty good. Not so much in d20. Compare it to an aggessive sword and board fighter or a two weapon fighter. I'm assuming you mean you'll probably trip them and get another the next round or when they stand up. Because moving through multiple squares doesn't provoke multiple AoOs. It also requires the opposition to be spread out initially I'm not sure that CMB really goes up fast enough to make it a worthwhile tradeoff I'm not sure that the combat options stay as effective as you level. When putting forwards a build as kicking arse it's not a particularly strong argument to say "or you can do it differently" A bonus to hit is pretty important and the monk weapons tend not to be overly damaging so it's an expensive and annoying but useful option. It depends a lot on how your campaign goes and how much game time a typical session goes through. The wand of Barkskin only lasts an hour, the wand of greater magic fang lasts 12 hours per charge. Depending on the session they may be long enough for a charge to last for the session or may not. The problem is that when using the mobility is that it means you're down to 1 attack and you need to be flurrying to put out any damage. I don't think there's a role that the Monk is clearly better than other options as a mobile combatent a Barbarian is up there and will put out more damage as a stand and fight option a fighter takes some beating. a cavalier can rove around the field and hit isolated foes hard. and many classes can cause people huge amounts of damage in many areas of the battle with archery Which isn't to say that a Monk is unplayable but I don't know that your suggested kick arse monk builds really stand out compared to other options. A lot of the base monk's abilities at higher levels aren't that impressive for the level you get them at (admittedly I haven't looked closely at the archetypes, other classes have been more what I wanted to play when I've made characters) You can play a monk in one of several roles but I don't think there's anything that makes it compelling on a mechanical level compared to other options. Now some of the style feats & other new feats and archetypes do provide options that are tough to get in other ways but I'm not sure how they compare to other options that are available for the roles they help the monk fill. [/QUOTE]
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