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Wizard vs. Monk...Winner?
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<blockquote data-quote="Storm Raven" data-source="post: 2676952" data-attributes="member: 307"><p>The monk, more than any other class, is highly dependent upon high ability scores. By skewing the range up above the norm, you automatically give the monk an advantange compared to the baseline given in the core rules.</p><p></p><p></p><p></p><p>It puts obstacles in your way that will inflict damage that you cannot save against. A couple rounds of being pounded on by elementals and your monk will be roughed up enough to deal with. A couple rounds of elemental attacks gives the wizard time to do other things.</p><p></p><p></p><p></p><p>33,000 gp that you can't spend on something of general utility, that is also completely useless to you unless the wizard does exactly as you expect him to.</p><p></p><p>Many of which don't. Heck, just a plain, vanilla <em>magic missile</em> doesn't allow a save, and while you are busy trying to get around the elementals at the flying wizard, he'll pick away at your hit points with that. Or <em>true strike</em> and <em>scorching ray</em>, or some other combination of spells.</p><p></p><p></p><p></p><p>Says the core rules. The feats availabale for players are detailed in the Player's Handbook. Anything else is a house rule.</p><p></p><p></p><p></p><p>They could if they wanted, but they didn't. If they had, they would have issued errata. The FAQ is not core, and it is not errata.</p><p></p><p></p><p></p><p>The monk isn't immortal, he merely does not suffer the effects of aging. When he gets to his time, he still dies. As a wizard, I'd <em>teleport</em> away, and pick a battle at a time and place of my choosing. If the monk is going to bottle himself up in a dungeon he's not going to be much of a problem for me when I'm going about my business in the rest of the world now is he?</p><p></p><p><em></em></p><p><em></em></p><p><em>Now I know what you are going to do. I've dragged thing out and gotten information. The longer the battle goes, the better off I am.</em></p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2676952, member: 307"] The monk, more than any other class, is highly dependent upon high ability scores. By skewing the range up above the norm, you automatically give the monk an advantange compared to the baseline given in the core rules. [i][/i] It puts obstacles in your way that will inflict damage that you cannot save against. A couple rounds of being pounded on by elementals and your monk will be roughed up enough to deal with. A couple rounds of elemental attacks gives the wizard time to do other things. [i][/i] 33,000 gp that you can't spend on something of general utility, that is also completely useless to you unless the wizard does exactly as you expect him to. Many of which don't. Heck, just a plain, vanilla [i]magic missile[/i] doesn't allow a save, and while you are busy trying to get around the elementals at the flying wizard, he'll pick away at your hit points with that. Or [i]true strike[/i] and [i]scorching ray[/i], or some other combination of spells. [i][/i] Says the core rules. The feats availabale for players are detailed in the Player's Handbook. Anything else is a house rule. [i][/i] They could if they wanted, but they didn't. If they had, they would have issued errata. The FAQ is not core, and it is not errata. [i][/i] The monk isn't immortal, he merely does not suffer the effects of aging. When he gets to his time, he still dies. As a wizard, I'd [i]teleport[/i] away, and pick a battle at a time and place of my choosing. If the monk is going to bottle himself up in a dungeon he's not going to be much of a problem for me when I'm going about my business in the rest of the world now is he? [i] Now I know what you are going to do. I've dragged thing out and gotten information. The longer the battle goes, the better off I am.[/i] [/QUOTE]
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