Psychic_Robot |
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And they need them as part of their class features. Why? Because it's ridiculous to expect monks to give up magic weapons in exchange for a little extra base damage. Here's what monks need to help them stay competitive (learn from the soulknife's mistakes).
1. Enhancement bonus on attacks: +1 at level 2 and every four levels thereafter.
2. Automatic keen property. Around level 4.
3. Automatic speed property. Around level 8.
Why is this? Because monks can't wear magical armor (so they need to do offense). And they could be getting a lot more benefits by using special monk weapons, but monks are supposed to use their fists.
Xaaon of Xen'Drik |
Psychic_Robot |
A fighter spending 40-50% of his expected WBL on his main weapon can't buy a magic weapon before 4th-level and cannot afford a +1 keen weapon until 7th, let alone the +1 speed weapon until 11th-level. I'm all for monks having magical attacks, but let's not have them outclass the fighter.
Yes, but monks still need multiple high stats to do anything. The fighter can dump them.
Ross Byers RPG Superstar 2008 Top 32 |
No. Just no.
Monks can buy magic monk weapons or Amulets of Mighty Fists if they need those bonuses.
If they need them so badly that they can't afford to pay money for them, then the solution is to give them a fighter's BaB, not dupicate the effects of stronger and more attacks via weapon properties.
(Also, your argument that Monks can't use armor is silly: They can use Bracers of Armor, which cost the same per bonus as magic armor.)
Ross Byers RPG Superstar 2008 Top 32 |
kyrt-ryder |
People are always saying that Monks are not supposed to be damage dealers or tanks, but tell me something people, what good is being a meleeist for battlefield control when thats primarily the caster's job? What good is not being able to pack a punch when the rogue is sneak attacking holes in the enemies armor and the barbarian is breaking skulls?
Face it, the monk isn't much good if he's not able to propperly fill a role. In the case of my monks, I've generally optimized them up the wazoo to max their unarmed strike size, and been lucky enough to have a DM houserule that their fists could be enchanted (which makes total sense, considering that they can be affected by magic weapon and its greater form)
But the truth is, Monk's are supposed to be striving towards excellence, perfection of body and soul, but they end up being dependent on bracers of magic armor that cost 64,000 gold to grant the benefit of an unenchanted fullplate that only cost a fighter 1500 or so gold? Get real people. The purpose of the monk, as I see it, is a hybrid role. Its meant to be able to deal respectable damage, have a great tanking AC (but typically lower hit points, ceeding to the fighter as being the better tank) and be able to move around the battlefield fast enough to save the wizard's butt, or pull the rogue out of trouble.
Thats my take on things at least. For the monk to get a measure of enchantments with their levels would not be disbalancing (though what the origonal poster suggested is lol.) My thought, let them have a built in enchantment progression, with the ability to purchase weapon enchantments from casters. (I would go into a specific format for that, with pricing methods and such, but I've already rambled long enough of this post lol)
Ross Byers RPG Superstar 2008 Top 32 |
People are always saying that Monks are not supposed to be damage dealers or tanks, but tell me something people, what good is being a meleeist for battlefield control when thats primarily the caster's job? What good is not being able to pack a punch when the rogue is sneak attacking holes in the enemies armor and the barbarian is breaking skulls?
Face it, the monk isn't much good if he's not able to propperly fill a role. In the case of my monks, I've generally optimized them up the wazoo to max their unarmed strike size, and been lucky enough to have a DM houserule that their fists could be enchanted (which makes total sense, considering that they can be affected by magic weapon and its greater form)
The monk enables the other classes to do their jobs. Their mobility allows them to get exactly where they are needed. Also, stunning fist is great battlefield control. <plug>Check out Maximize Your Monk in KQ #5 to see what monks are supposed to be good at.</plug>
But the truth is, Monk's are supposed to be striving towards excellence, perfection of body and soul, but they end up being dependent on bracers of magic armor that cost 64,000 gold to grant the benefit of an unenchanted fullplate that only cost a fighter 1500 or so gold? Get real people. The purpose of the monk, as I see it, is a hybrid role. Its meant to be able to deal respectable damage, have a great tanking AC (but typically lower hit points, ceeding to the fighter as being the better tank) and be able to move around the battlefield fast enough to save the wizard's butt, or pull the rogue out of trouble.
Bracers of armor +8 don't fill the same role as full plate. That's like saying a +4 chain shirt is overpriced because full plate can do the same thing.
Bracers +8 would fill the roll of +8 armor (if such a thing were non-epic). The monk's wisdom bonus to AC fills the same role as light or medium armor. A character that does not wear armor is not going to have the same AC as a fullplate and shield using fighter unless they have 18s (or 20s) in both Dex and Wis.Thats my take on things at least. For the monk to get a measure of enchantments with their levels would not be disbalancing (though what the origonal poster suggested is lol.) My thought, let them have a built in enchantment progression, with the ability to purchase weapon enchantments from casters. (I would go into a specific format for that, with pricing methods and such, but I've already rambled long enough of this post lol)
Giving monks enchantments on their fists/feet/elbows as a class feature would be a more complex way of boosting their BaB, which Jason has already said is off limits. Making it so that their hands can be enchanted separately at a cost is the purpose of an Amulet of Mighty Fists.
kyrt-ryder |
Except that the amulet of might fists is FAR overpriced for what it does. (unless I've missed something and the item is in Pathfinder RPG at an appropropriate price.) Also, what good is an amulet of mighty fists going to be doing a monk, when they need their neckslot for their wisdom? (which is bad enough that they have to choose between wisdom and con until/if they can afford the crazy expensive ring of longstrider, which wouldn't even give its movement benefit to them.)
Magic enhanced weapons do not take up a body slot, why should a monk need to use up a body slot (and one that is VERY crucial to them as well) to gain the same accuracy as a rogue enjoys? I'm not proposing effectively raising their BAB, what I propose, is a means of allowing them to have the same accuracy opportunities as a rogue, which is a class that was actually intended to be of equal "combat prowess" (aka BAB/accuracy) as the monk, who is then gimped by the exhorbitant price (3x as expensive to be specific) of a magical weapon enhancement bonus.
Ross Byers RPG Superstar 2008 Top 32 |
Except that the amulet of might fists is FAR overpriced for what it does. (unless I've missed something and the item is in Pathfinder RPG at an appropropriate price.) Also, what good is an amulet of mighty fists going to be doing a monk, when they need their neckslot for their wisdom? (which is bad enough that they have to choose between wisdom and con until/if they can afford the crazy expensive ring of longstrider, which wouldn't even give its movement benefit to them.)
An amulet of mighty fists costs more because it is better than having a magic monk weapon. It also costs more because it buffs all natural weapons, which potentially makes it quite useful to creatures with multiple natural weapons (Like many animal companions.) Trust me, the price is fair.
Wisdom items are headbands in PFRPG. Con items are belts. (Not that Con is any more important to a Monk than to any other class.) The only thing Mighty Fists would compete with would be an amulet of natural armor. But you know what? The whole reason body slots exist is to make it a trade off what equipment you use.
Magic enhanced weapons do not take up a body slot, why should a monk need to use up a body slot (and one that is VERY crucial to them as well) to gain the same accuracy as a rogue enjoys? I'm not proposing effectively raising their BAB, what I propose, is a means of allowing them to have the same accuracy opportunities as a rogue, which is a class that was actually intended to be of equal "combat prowess" (aka BAB/accuracy) as the monk, who is then gimped by the exhorbitant price (3x as expensive to be specific) of a magical weapon enhancement bonus.
If a monk wants the same ability to hit as a Rogue, at the same cost, they should buy a magic Kama or quarterstaff. You know, a magic weapon.
kyrt-ryder |
Therein lies the problem though. The amulet of mighty fists is designed to work on ALL natural weapons, but a typical monk will only use one natural weapon, his unarmed strikes. If the amulet of mighty fists were adjusted to only apply to unarmed strikes (and priced accordingly for affecting one weapon) and those wishing to apply it to all their natural attacks required a different item, then I would be content, but a monk's damage potential is in his unarmed strike.
An un-optimized monk will be dealing 2d10+str damage per hit with his unarmed strike at level 20. When propperly enchanted that would rise to 2d10+str+5. The best he could hope for using monk weapons, would be to 2 hand one end of a quarterstaff (a very un-ideal method regarding fluff and style) for 1d6+1.5*str+5. It probably ends up not being far apart (except in the case of low strength monks, which are more common than you'd expect) but honestly, who wants to have their awesome martial artist two-hand swinging a staff like some barbarian with an oversized club just to get tolerable (note I say tolerable, far from great) damage?
If somebody wants to play a nun-chuck master, or some such, thats their call, but for me I want my monk to actually be able to contribute to bringing the BBEG down. (Also unarmed strike damage is dealt during a grapple, that extra +5 adds up over time)
Ross Byers RPG Superstar 2008 Top 32 |
The monk's unarmed strike does more damage than a normal weapon. It's almost like having several iterations of Monkey Grip for free. Enchanting it is better than enchanting a normal weapon for that reason, so it costs more.
I also LIKE that the Amulet works for more than just unarmed strikes, because it means it isn't automatically worthless with no monk in the party. Anyone with a mount/familiar/companion can make use of it, and it's a magic item that monsters might actually use when they fight.
If fists were directly enchantable, then there would be no reason to have monk weapons. Monks would just feel shafted when they fight something with DR/cold iron or DR/Slashing, because they'd need to get out their non-magic kama and suck. Under the current system, both magic monk weapons and amulets of mighty fists are viable. I'd like it to stay that way.
kyrt-ryder |
So your saying that there would be no reason for a monk to carry a Kama for when he wants to trip more effectively, or a sai when he needs a little extra punch to his disarm? Oh, or here's a thought. Shuriken for when he needs to hit opponents at range.
But the thing is, that in order to use an amulet of mighty fists, a monk gives up ALOT of money in order to have it. Think of what 100,000 gold could buy a character? Thats a +8 bracers of armor, with enough to spare for a +3 ring of protection, or, ooo, here's a thought, +1 or +2 versions of those monk weapons with special purposes.
And I said there should be an item that enchants all natural weapons, but at the same time there should be an item that only enchants one.
After all, there are the spells Magic Fang and Greater Magic Fang, which only apply to one natural weapon a piece, while in the spell compendium (I know, not a resource that directly matters, but we can still use the content as a method for examination of options)there is the spell Superior Magic Fang, of a significantly higher level, that grants the bonus to all natural weapons. If there are separate spells, does it not make sense for there to be separate items?
If we custom created the item, using item creation rules, it would be far cheaper and more reasonable than the current one, so why tweak it and make it so a monk is unable to deal comperable damage in combat? The fighter has his specializations, the rogue his sneak attack, the barbarian his rage, let the poor monk have his unarmed damage with propper accuracy for his BAB tier, (WITHOUT breaking his bank and making him unable to keep up with everybody else for gear.)
Ross Byers RPG Superstar 2008 Top 32 |
So your saying that there would be no reason for a monk to carry a Kama for when he wants to trip more effectively, or a sai when he needs a little extra punch to his disarm? Oh, or here's a thought. Shuriken for when he needs to hit opponents at range.
Sai actually suck at disarming. A disarming monk should use a quarterstaff.
Anyway, a monk gets extra damage on his unarmed strikes. The traditional trade off for more damage is a worse to-hit.
kyrt-ryder |
My point, is that the other classes don't have to trade away their accuracy for their damage bonuses.
A fighter gets the specialization trees and multiple other damage boosting pathfinder feats. (I haven't played through it but read it fairly thoroughly a few months ago, not very familiar but I remember seeing a few that seemed ideal for a fighter with his surplus of feats)
A barbarian gets rage, which does come with a price, but not until the battle is over and he's already wiped the floor with the enemy and his weakness can usually be healed away with the right spell/item.
The rogue gets his sneak attack, which now affects almost everything under the sun, with the only condition on being sneaky enough to rob the opponent of his dex mod, something any intelligent rogue player is very adept at.
So why should the monk have to sacrifice accuracy, or pay tripple the price that the rogue has to pay, in order to deal his extra damage? (Which, by the way, pales compared to the rogue unless the monk is heavily optimized for maximizing unarmed strike size, and only roughly equals it under that situation)
hogarth |
Sai actually suck at disarming. A disarming monk should use a quarterstaff.
Not in the Pathfinder RPG; there's no bonus or penalty for weapon size when disarming.
Seeing as monks aren't going to get full BAB, I agree with P_R that the monk needs to be able to affordably enhance their attacks so they don't keep damn missing.
They can, with a Amulet of Mighty Fists. The Amulet of Mighty Fists looks very expensive, but you don't need an initial +1 enhancement bonus, so it's misleading.
The comment that monks need the Speed special quality is just dumb. Number of attacks is not the monk's problem; they especially don't need an extra attack that doesn't stack with Haste.
Ross Byers RPG Superstar 2008 Top 32 |
So why should the monk have to sacrifice accuracy, or pay tripple the price that the rogue has to pay, in order to deal his extra damage? (Which, by the way, pales compared to the rogue unless the monk is heavily optimized for maximizing unarmed strike size, and only roughly equals it under that situation)
Because monks are not just all about damage. They're about exploiting the tactical situation and keeping foes off balance. If you want to be a rogue or a barbarian, play one. Don't turn the monk into one.
Bagpuss |
They can, with a Amulet of Mighty Fists. The Amulet of Mighty Fists looks very expensive, but you don't need an initial +1 enhancement bonus, so it's misleading.
It still seems pretty expensive.
Ross, how do the new CMB rules -- pretty much making manoeuvres harder, as well as the Improved Trip nerf (it now costs another feat to get the attack back if you succeed) -- affect your feelings about playing a monk? Your KQ article (by which I wasn't enormously convinced, but that's a different issue) uses quite a few combat manoeuvres.
kyrt-ryder |
I never said they were ALL ABOUT DAMAGE Ross, what I said, is that their incapable of keeping up with the other classes in terms of damage and accuracy. Why is it right to rob the monk the opportunity to contribute to taking the bad guy out if such is the case? By doing so you make the monk incapable, not a poor substitute, but completely incapable of stepping into either role.
In essense, the monk becomes a "5th player only" class. A monk can't be a decent, yet subpar tank, he can't be a decent, but subpar glass cannon, he can't do anything necessary or crucial. The way you describe the monk, people don't have the option to sacrifice a little functionality for a playable but more fun and different alternative.
In essense, if you want to be the tank, play a fighter or barbarian, if you want to be the glass cannon, be a rogue. The monk, in my mind, is supposed to be a reasonable, if SLIGHTLY (not completely worthless in the role) subpar.
kyrt-ryder |
Yeah, I think I remember something about that Quandry. For fluff it'd be better if you called them body wrap or some such, martial artists often wrap many regions (wrists/hands, knees, ankles and so on) and one purchase would cover all those areas, for sake of fluff, but thats such a minor detail houseruling it would be common place.
With the wraps in place, I'm content for monks lol. Its a little sad they could be robbed of their bonus, but so can any other class, so its not a major loss.
hogarth |
hogarth wrote:It still seems pretty expensive.
They can, with a Amulet of Mighty Fists. The Amulet of Mighty Fists looks very expensive, but you don't need an initial +1 enhancement bonus, so it's misleading.
I guess once you get more than +3 in enhancements, it's more expensive. But my games usually don't get that high.
+1 flaming sword = 8000 gp
+0 flaming amulet = 5000 gp
+1 holy sword = 18000 gp
+0 holy amulet = 20000 gp
+1 flaming holy sword = 32000 gp
+0 flaming holy amulet = 45000 gp
+1 holy wounding sword = 50000 gp
+0 holy wounding amulet = 80000 gp
+1 flaming holy wounding sword = 72000 gp
+0 flaming holy wounding sword = 125000 gp
kyrt-ryder |
What your missing Hrogarth, is we aren't talking about special abilities (and I'm not sure an amulet of mighty fists can have abilities put on it), we're talking about giving the monk equal accuracy without casting dependency. In a situation where there's nobody to cast greater magic weapon or Greater Magic Fang on the monk, he's screwed. Permanency Magic Fang is an option, but that costs gold, xp, and can be permanently dispelled, thus wasting the investment.
hogarth |
What your missing Hrogarth, is we aren't talking about special abilities (and I'm not sure an amulet of mighty fists can have abilities put on it), we're talking about giving the monk equal accuracy without casting dependency. In a situation where there's nobody to cast greater magic weapon or Greater Magic Fang on the monk, he's screwed. Permanency Magic Fang is an option, but that costs gold, xp, and can be permanently dispelled, thus wasting the investment.
Oh no, I understand perfectly that the monk needs better attack bonuses. I was just pointing out that I don't think the price of an Amulet of Mighty Fists is the particular sticking point.
Ross Byers RPG Superstar 2008 Top 32 |
Kyrt - Bards and Druids are also sort of '5th player' classes. A 4-member party with a monk can work, but they have to go in knowing their limitations. They just can't assume the monk will fill in for the tank.
Bagpuss - CMB complicates the Monk's life somewhat, but they were already at a disadvantage due to the lower BaB. Maybe Monks should get a class bonus on combat manuevers (since they make up so much of a monk's schtick). Like the ranger Tracking bonus.
kyrt-ryder |
Actually Ross, a druid (in 3X at least) made a better tank than a fighter in general, combining wildshaped tanking with the capacity to continue casting powerful magic as needed (including summoning demi-tanks to help take the necessary punishment as needed), and the bard was an excellent skillmonkey/buffer. It would take a little rearanging of the party, but those two classes are both very capable of being a part of a four-man party quite well.
Meanwhile the monk still gets shafted when it comes to accuracy/power curve. He gets a decent damage dealing attack(great under optimized conditions, but those aren't relevant to a balance discussion, all classes can be made better with careful multi/prestigue classing, feat, and item choices) If a monk is supposed to pay for that better damage with accuracy or a heavy gold price, while other classes don't, the monk just got it up the rear, pardon my language. Its just not right for a class to be handled in such a manner.
As it stood without the ki straps, a monk could either spend 150,000 gold compared to the rogue/bard to have the same accuracy potential (assuming no buffs, because we all know buffs can be very unreliable) or he can end up with the same chance to hit in melee as a wizard who is equally equipped. (ignoring attributes, which would be in the monks favor, by a margin.)
Does that sound right to you? A wizard with the same odds to hit in melee with a non-touch-attack as a monk? (unless the monk were willing to shell out an extra 100,000 gold, which would make him far underpowered in other areas, such as AC)
Ross Byers RPG Superstar 2008 Top 32 |
Kyrt, you are willfully ignoring the existance of monk weapons. A monk with a +2 kama and a rogue with a +2 short sword have the same chance of hitting and paid the same amount of gold. Yes, to monk has to pay more to get +2 with their fists, but they're better off for it, so it's fair that it costs more.
If you still don't think it's fair, the cost of an Amulet will cover many Oils of Magic Weapon or Potions of Magic Fang, which the Monk can use.
kyrt-ryder |
The reason I'm ignoring monk weapons, is that those aren't a monk's damage dealers (in addition to the fact that most monk players are looking for their fluff/style in unarmed combat)
I've only found 2 real fixes to this problem, outside merciful DM's who allow monk's bodies enchanted. And those are a special Kama in the MIC that deals a monk's unarmed damage but can be enhanced from + 1 up as high as desired, and the Shou Desciple class, from Unnaproachable(sp) East, which allows flurry with martial weapons (gauntlets included)
As I said, neither of those are propper fixes to the monk, only ways of "bypassing the standard rules." The monk deserves the same chance to hurt his opponents as the rogue. A rogue's +2 shortsword still deals his sneak attack, a monk's +2 Kama does not deal his unarmed strike (except in the extreme example given)
Bagpuss |
gloves, arm wraps and gauntlets that have the same cost to enchant as any other magic weapon, nuff said.
Either that or some class feature that allows it (except then they'd arguably be getting it too cheaply...). Magic item dependence for a monk feels a bit icky, but it might be the best solution.
Set |
It might make for a neat feat chain or PrC class feature to create a Monk that can develop certain magical properties into their body.
As feats, they'd require one of the appropriate leveled Monk properties (Ki Strike lawful or whatever) and offer only a single option (flaming fists, for instance) equal to a +1 weapon enhancement, with the Monk being able to take the feat multiple times to add more enhancements (or swapping out a previous enhancement feat and adding it to the new one to add a +2 enhancement ability).
A PrC based off of this concept would get the uber-cool ability to spend 8 hours meditating and change their enhancement. Mr. Fire-Fists could find out that he's going up against the Red Dragon Pyre and his Fire Giant allies, and spend a day 'putting out the fire' and 'embracing the north wind' so that his fists now do +1d6 cold damage instead of fire damage.
Ross Byers RPG Superstar 2008 Top 32 |
gloves, arm wraps and gauntlets that have the same cost to enchant as any other magic weapon, nuff said.
The trouble with this plan is that it obsoletes the Amulet of Mighty Fists for monks. Why would a monk ever buy an Amulet +1 when he can get the exact same benefit from Boxing Gloves +1? Unless those fist and arm wrappings take up the bracer slot (which hoses bracers of armor), they're better off with the wrappings.
It'd be a bit silly if the only use for an item called 'Amulet of Mighty Fists' was for creatures with multiple natural weapons.
Maybe the Amulet should cost less than it does now (Say double, instead of triple a magic weapon), but I stand by the idea that it should cost more than a normal magic weapon and that its fine for Monks to need it.
Bagpuss |
Obsoleting the Amulet of Mighty Fists doesn't sound like a worst-case scenario, to me. Magic-item dependence for a monk does feel icky, as I said, but that's already there, except that the monk is dependent on an item they can't even afford, which is even worse than the standard magic-item dependence.
Tarren Dei RPG Superstar 2009 Top 8 |
It might make for a neat feat chain or PrC class feature to create a Monk that can develop certain magical properties into their body.
As feats, they'd require one of the appropriate leveled Monk properties (Ki Strike lawful or whatever) and offer only a single option (flaming fists, for instance) equal to a +1 weapon enhancement, with the Monk being able to take the feat multiple times to add more enhancements (or swapping out a previous enhancement feat and adding it to the new one to add a +2 enhancement ability).
A PrC based off of this concept would get the uber-cool ability to spend 8 hours meditating and change their enhancement. Mr. Fire-Fists could find out that he's going up against the Red Dragon Pyre and his Fire Giant allies, and spend a day 'putting out the fire' and 'embracing the north wind' so that his fists now do +1d6 cold damage instead of fire damage.
Since 'ki' is supposed to be a matter of balancing the energies in the body, it is very appropriate fluff-wise for a monk to do elemental damage through channeling of the energies in the body. I suggested a few ki powers that involved resistance to energies and channeling of eneergies. I agree though, this could be developed as alternate monk levels.
Diction |
Sneaksy Dragon wrote:gloves, arm wraps and gauntlets that have the same cost to enchant as any other magic weapon, nuff said.The trouble with this plan is that it obsoletes the Amulet of Mighty Fists for monks. Why would a monk ever buy an Amulet +1 when he can get the exact same benefit from Boxing Gloves +1? Unless those fist and arm wrappings take up the bracer slot (which hoses bracers of armor), they're better off with the wrappings.
It'd be a bit silly if the only use for an item called 'Amulet of Mighty Fists' was for creatures with multiple natural weapons.
Maybe the Amulet should cost less than it does now (Say double, instead of triple a magic weapon), but I stand by the idea that it should cost more than a normal magic weapon and that its fine for Monks to need it.
Now your complaint seems to be more geared toward improving the amulet of mighty fists rather than the monk. Which is it? If the amulet becomes unnecessary then so be it. This is the price of progress.
kyrt-ryder |
Exactly, as it stands presently the amulet of mighty fists is entirely innappropriate for a standard monk, who's only going to ever use one natural weapon. If the item had to stay, my suggestion would be to have multiple strengths of amulets of mighty fist. "Amulet of might fist, amulet of mighty fist and claw, amulet of mighty fist, claw, and tail" or whatnot, where each additional natural attack the item was intended to support would increase the price of the item.
Any thoughts?
hogarth |
Exactly, as it stands presently the amulet of mighty fists is entirely innappropriate for a standard monk, who's only going to ever use one natural weapon.
I don't want to beat this into the ground, but it's just not as expensive as it's cracked up to be (providing you're willing to have one less "plus" of enhancement bonus in favour of having the same amount of special abilities). For instance, it's less expensive than two magic weapons of similar quality, so at least you're better off than a TWF fighter.
Abraham spalding |
Just a note:
A monk doesn't use "one natural weapon" unless you mean his entire body is a natural weapon. Tie his hands? Ok he'll kick you to death. Tied his hands and feet? Ok he'll headbutt. Unless you completely hogtie (and possibly even then) him he can still attack without penalty with some part of his body.
It's not unarmed strike -- hands only -- it's unarmed strike with knee, foot, elbow, shoulder, hands, head, and body checking.
It's kind of like saying a staff only has two striking ends -- it's just not true. You can use any part of a staff to hit with, including the middle.
hogarth |
But you do keep beating it into the ground Hogarth, because your talking about putting special abilities on it and I'm not. I'm talking about actual attack and damage enhancement bonus.
The amulet's bonus would be roughly one point lower than the correspondingly priced magic weapon.
If you're claiming that being able to afford a +3 enhancement bonus amulet of mighty fists instead of a +2 amulet will make the monk work great as a class, I disagree.
kyrt-ryder |
@Abraham: I'm not entirely clear on your post? What relevance does that point have? I agree entirely, but I was under the impression we were all taking that into account in this discussion.
A monk has a slight advantage in terms of versatility and roleplaying fighting on despite wounded body-parts, but in regards to game mechanics that really has no impact. Unless there's something I'm missing Abe?
@ Hogarth: My point isn't that a +2 is going to make the class so much better, its that to achieve a +5 (which all of my characters and most others I know go for, because our DM's love to separate the party for individual challenges multiple times in an adventure), and thus have equal accuracy potential to a rogue, a monk would have to pay 3 times as much. You haven't answered my question either Hogarth. Why should a monk get jipped 100,000 gold compared to other classes for equal benefits?
hogarth |
@ Hogarth: My point isn't that a +2 is going to make the class so much better, its that to achieve a +5 (which all of my characters and most others I know go for, because our DM's love to separate the party for individual challenges multiple times in an adventure), and thus have equal accuracy potential to a rogue, a monk would have to pay 3 times as much. You haven't answered my question either Hogarth. Why should a monk get jipped 100,000 gold compared to other classes for equal benefits?
That's a reasonable question, although in my experience +5 weapons are a rarity (people like the flashy enhancements better); obviously YMMV. But if that's your goal, then the monk is getting slightly ripped off compared to a TWF melee fighter (2.5x the cost of a single weapon instead of 2x the cost). You could certainly argue that the TWF fighter is getting ripped off as well. But the monk's unarmed attack does a fairly large base damage; maybe that's the "equivalent" of +1 in enhancement bonus (in terms of worth).
kyrt-ryder |
Ah, I see your point, that does help bring things in line a little. Thanks for reminding me about two weapon fighters having to pay for both weapons. It still feels harsh, but its a little more bearable looked at in that light. (I know I'll still find my work-arounds in game, but I think I can set the issue to rest now regarding the core rules.)
hogarth |
The TWF doesn't have to have both weapons enchanted to the same degree, though...
And a monk can have a back-up weapon that's enchanted less than his amulet of mighty fists. Or he can just use a magic weapon and forget about having an amulet of mighty fists altogether. There's all kinds of suboptimal stuff you can do if you're strapped for cash and you're willing to settle for less than your "dream weapon".
Ross Byers RPG Superstar 2008 Top 32 |
Actually, there's a good point in the comparison to two-weapon fighting. In order to have the same to-hit bonus as a single-weapon fighter, a TWF actually needs a bonus of +2 more, due tot he two-weapon penalties.
A monk's flurry is a lot like TWF. Except that at a certain level, the penalties go away. That could be considered a +2 bonus right there.
Bagpuss |
Actually, there's a good point in the comparison to two-weapon fighting. In order to have the same to-hit bonus as a single-weapon fighter, a TWF actually needs a bonus of +2 more, due tot he two-weapon penalties.
A monk's flurry is a lot like TWF. Except that at a certain level, the penalties go away. That could be considered a +2 bonus right there.
A TWF fighter or ranger or pally, etc, gets full BAB, though...