Thwarting the Monk's Speed


Pathfinder First Edition General Discussion

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I have a player in my group whose character is starting to get a little tiring.

The character in question is a 10th-level human monk who has put all of his general feats into Fleet, thereby giving him a base land speed of 90 ft. (and an insane jump check to boot). He also picked up Deflect Arrows, Mobility, and Spring Attack as his bonus monk feats.

He then proceeds to come out from behind total cover, smacks some enemy aside the head, then gets back behind total cover--over and over and over again. Alternatively, he will make several jump checks as part of his movement to get to and from a safe place in similar skirmishing fashion.

Due to the nature of turn-based combat, this tactic makes him nigh invulnerable in most terrain.

The only ways I know of to thwart this are to have the enemies prepare actions to make ranged attacks against him when he pops out (often thwarted by his Deflect Arrows feat), have the enemies move up to and around his total cover (he simply moves elsewhere and most enemies can't hope to keep up with him anyways), or to have the battle in a large open area with little to no cover (which isn't prudent or realistic most of the time).

How can I do a better job at challenging this particular player character?


Ravingdork wrote:

I have a player in my group whose character is starting to get a little tiring.

The character in question is a 10th-level human monk who has put all of his general feats into Fleet, thereby giving him a base land speed of 90 ft. (and an insane jump check to boot). He also picked up Deflect Arrows, Mobility, and Spring Attack as his bonus monk feats.

He then proceeds to come out from behind total cover, smacks some enemy aside the head, then gets back behind total cover--over and over and over again. Alternatively, he will make several jump checks as part of his movement to get to and from a safe place in similar skirmishing fashion.

Due to the nature of turn-based combat, this tactic makes him nigh invulnerable in most terrain.

The only ways I know of to thwart this are to have the enemies prepare actions to make ranged attacks against him when he pops out (often thwarted by his Deflect Arrows feat), have the enemies move up to and around his total cover (he simply moves elsewhere and most enemies can't hope to keep up with him anyways), or to have the battle in a large open area with little to no cover (which isn't prudent or realistic most of the time).

How can I do a better job at challenging this particular player character?

Keep terrain and spells in mind. For example, one of the many fog cloud spells should work (he can't see where his target is unless he's within 5' of them).

One particularly nasty option when it comes to terrain and spells and high speed enemies is spike growth.


Sounds like this player has come up with a way to make the Monk work in your campaign. Why punish that?

As for concerns about invulnerability - obviously this Monk is performing single standard attacks, so I'm doubting he's doing much damage.

Ready the enemies melee attack for the Monk and smack him when he comes in. Most monsters of appropriate CR will severely outdamage a Monk engaging in this kind of tactic.

RPG Superstar 2011 Top 4

Well unless he has the PHB II feats which let him make multiple attacks then he's getting a single attack a turn at level 10. This is a pretty underwhelming build. Lots of mobility but really low damage. I wouldn't worry about it too much aside from occasionally having an enemy Ready An Action to attack him as soon as he get's within range. Kind of like how you can Ready An Action in case of a charge.

One of a monk's most powerful abilities is his Flurry of Blows and this guy is basically forgoing it for the option of not being hit very often.

Now if he had fidangled a way to get a full-round attack during his movement then he might need a stern crushing.

[edit] Hit him with a tanglefoot bag.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Treantmonk wrote:
Sounds like this player has come up with a way to make the Monk work in your campaign. Why punish that?

Who said anything about punishing him? I'm trying to SAVE him. His own build is beginning to make the game unfun and uninteresting for him. That means he has failed as a player and I've failed as a GM. I'm looking for new ways to challenge him in order to make the game fun again for everyone involved.

Scipion del Ferro wrote:

Now if he had fidangled a way to get a full-round attack during his movement then he might need a stern crushing.

[edit] Hit him with a tanglefoot bag.

Such as when he gets the party wizard to polymorph him into something with pounce?

That isn't the worst of it I assure you.


Ravingdork wrote:
Treantmonk wrote:
Sounds like this player has come up with a way to make the Monk work in your campaign. Why punish that?

Who said anything about punishing him? I'm trying to SAVE him. His own build is beginning to make the game unfun and uninteresting for him. That means he has failed as a player and I've failed as a GM. I'm looking for new ways to challenge him in order to make the game fun again for everyone involved.

Scipion del Ferro wrote:

Now if he had fidangled a way to get a full-round attack during his movement then he might need a stern crushing.

[edit] Hit him with a tanglefoot bag.

Such as when he gets the party wizard to polymorph him into something with pounce?

That isn't the worst of it I assure you.

Have him be dominated and sent against the party*.

Let the other PCs figure out how to handle him.

*does that make me a bad GM?

Liberty's Edge

If he morphs into something with pounce he can't both pounce and leave in the same round. It only functions on a charge, which is distinctly different from a spring-attack. Since a charge is a full-round action which requires movement (negating the 5ft. step) his turn would end instantly in that event.
I'd recommend having him specialize in combat maneuvers and help his team by interrupting those who are being especially annoying. Since he can "hit and run" these, the opponent will have little way to respond to the threat.


Make him fight a blue dragon in a desert.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
StabbittyDoom wrote:

If he morphs into something with pounce he can't both pounce and leave in the same round. It only functions on a charge, which is distinctly different from a spring-attack. Since a charge is a full-round action which requires movement (negating the 5ft. step) his turn would end instantly in that event.

I'd recommend having him specialize in combat maneuvers and help his team by interrupting those who are being especially annoying. Since he can "hit and run" these, the opponent will have little way to respond to the threat.

Yeah, I forgot about that when posting.

Fred Ohm wrote:
Make him fight a blue dragon in a desert.

Well that certainly solves the problem...for one fight...


That's the question, should you make most of your encounters designed to take his advantage ? That's certainly possible, the bestiary has lots of monsters fast enough to get to the monk, or with another way to best him (yay bulette), but that can get a little annoying for him too.
Maybe one risky fight once in a while is enough.

RPG Superstar 2011 Top 4

I'm sorry, I thought you where talking about him being OVER powered.

The vital strike feats would help if you're core Pathfinder. They'll make each of his blitzkrieg's hit harder.

If you don't mind non-core then there is a series of feats from the PHB II that give you extra attacks as part of a spring attack.

It's kind of tricky to qualify for them though, first one is BAB +12... so probably best to go with the Vital Strike feats. Perhaps let him drop a couple of those Fleets in exchange. Roleplay that he goes into the mountains and trains for a month punching trees.


I tend to agree about trying not getting sucked into being annoyed by the tactics (which are pretty annoying as they are defensive, but don't sound broken).

BUT, if you really want to metagame against his go-to routine, to "encourage" them to branch out a bit, you could always go for an achilles heel of monks, like flying, ranged combat foes. cover is harder to get and even if flight is available, it won't be at ungodly speeds. Deflect arrows won't help much against rays (but the monk AC vs touch attack is pretty great).

other thoughts - foes fighting in formation with reach weapons and combat reflexes, foe with a good form of improved grab, a great grapple check and readied attack, various DR that monks struggle with, battlefield control spells (these have been covered already) or mundane (caltrops, pits, etc). Aquatic or aerial campaign?

but, probably the best idea is to give him something to worry about other than himself. In combat, who protects the squishies, for example? or better yet, challenge the player out of combat.

Liberty's Edge

And if all this stuff fails, there are rules for retraining feats in the PHBII from 3.5e.

We're all here to have fun... well, mostly.

RPG Superstar 2011 Top 4

How about swapping some of those Fleet feats with Combat Expertise, Dodge, and Step Up. This way he can use his BAB to boost his AC while standing still and benefiting from Flurry of Blows. Step Up will make him stick to casters and reach weapon wielding foes like white on rice. Encourage him to help his party members with flanking for attack bonuses and sneak attack. There's feats like Vexing Flanker (PHB II) which will increase the bonus he receives from flanking as well.

If he's tired of his current play-style and character choices, then it's simply time for a change.

Go train in the mountains!

RPG Superstar 2010 Top 32

Flight. Or just attack the rest of the party.

I'm unclear on why you want to punish someone for coming up with a moderately successful battle plan, however.


Spring attack stops attacks of opportunity from the target (not from the companions) so if your people are in a formation the others can get attacks of opportunity.

Secondly if teh person delays he can interupt the monk.

Monk: I run in spring attack and run out.
Fighter: I was on a delay I interupt and make my attack when he is in range (this is NOT an attack of opportunity)
Monk: Ouch I spend all my move on fleet and he hits harder than me.
Fighter: I also have more HP, want to try that exchange again?


Ughbash wrote:

Spring attack stops attacks of opportunity from the target (not from the companions) so if your people are in a formation the others can get attacks of opportunity.

Secondly if teh person delays he can interupt the monk.

Monk: I run in spring attack and run out.
Fighter: I was on a delay I interupt and make my attack when he is in range (this is NOT an attack of opportunity)
Monk: Ouch I spend all my move on fleet and he hits harder than me.
Fighter: I also have more HP, want to try that exchange again?

Just for clarity, you can't interrupt with delay. You are thinking of a readied action.

http://www.d20pfsrd.com/gamemastering---final/combat---final#TOC-Special-In itiative-Actions

RPG Superstar 2012 Top 32

Invisiblity, high Stealth and Spring Attack/Shot on the Run, fire shield, pits with bear traps, Swallow Whole, caltrops, Spike Stones, Slow, Mirror Image, Project Image, Ready an Action, Trip, Patrification, Charm/Dominate, Full Plate/Shield/Dodge/Combat Expertise/Fight Defensively/Barkskin/Shield of Faith, Gorgon's Fist, Stunning Fist, Reach, cliff, multiple ranged opponents (or ranged opponent with high BAB and Rapid Shot/Many Shot), tanglefoot bag, aquatic encounter, grease/sleet storm, solid fog, web, fear (make him run away at super fast speeds!), hold person, Charisma Poison (I assume it's the monk's lowest stat), etc. etc.

RPG Superstar 2010 Top 32

SmiloDan wrote:
pits with bear traps [...] caltrops, Spike Stones, [...] grease

Monks jump. It's the thing they do well. Also, half of the other things are save-based, and monks tend to have decent saves.


The solution to this problem begins and ends with readied actions.

He'll pull off his around-the-world-spring attack once. After that, people get into position and ready actions.

Everybody has a better attack bonus than a monk, and will do more damage on a hit. Maybe not everyone, those weakling wizards need to do other stuff, but warriors types will outperform monks easily.

The monk gets a decent defence with this, but he gives up virtually everything he has in way of offence. You cannot flurry, so you get the weaker attack bonus (though it doesn't make that much of a difference on earlier levels, because the -2 for virtual two-weapon fighting goes away, too). You usually cannot use a combat manoeuvre - and even if you do, what good does it do you? You go there, trip the guy, and retreat, giving him time to stand up (of course, he could walk up to someone, take his weapon, run back and drop it somewhere, which is nasty - but after that, why avoid the guy?)

All you can do is a single attack (and monks kinda live off their many attacks).

I'd wager that in most circumstances, the enemy will just ignore the little gnat, take out his friends, and then be ready for him.

You don't want to trade attack actions with warriors when you're a monk.


If everybody is busy readying their actions against the Monk, how can they do anything against the Monk's ally?


From a DM's perspective, I don't see a problem with this. Doing moderate damage while being extremely difficult to hit is sortof what I think a martial artist should be.

If he's bored, let him retire the character and get a new one . Or stage a 'magical accident' that replaces all his monk levels with sorcerer levels and rearranges his stats ;-)

Ken


Ready a grapple.

Or, if he is that bored, talk with him about staging his character's death, and let him roll a new one.


kenmckinney wrote:
From a DM's perspective, I don't see a problem with this. Doing moderate damage while being extremely difficult to hit is sortof what I think a martial artist should be.

I agree; it's like he's an archer, but worse (because an archer can usually make a full attack at range). If the party isn't frustrated by his low rate of damage, then I don't see what the problem is.


Flying creatures have the speed and the monk might find it interesting to use his jump bonus to reach low flying foes instead of avoiding them.

Waist deep water will slow him down while creatures with swim speed will narrow the gap greatly.

The total cover might actually be a creature (come to hide behind that roper... I mean stalactite ;) ).

enemy spellcasters should be his speciality, but they have some tricks in their sleeves, like invisible walls...

Grease is invisible and unpleasant. Sovereign glue, however, is even more fun, especially for a barefooted monk. Caltrops in the grass are also rather hard to see.

Foes can be clever in their own positioning. If the monk moves away behind some cover, you only need to move away from the cover so that he has to burn more than one move action to leave the monk exposed to ranged attacks (and have a giant let him deflect a hefty boulder ;) ). Readied actions are also fine to pull of against him. The trigger is just when the monk comes within reach. Then just trip, graple cut him with a poisoned blade... whatever.

Something as trivial as an ambush should also work, if the attecker is a dangerous grappler.


I have to admit it feels weird to be ganging up on the gimpy monk, but I kind of like it! I have a thing for Paladins, myself, in PF they just seem to screaming for a take down (other than falling from grace, yada yada).

not that I want to threadjack or anything. :-D

Shadow Lodge

Use a forested area(so he has to use up movement), a druid, and spells like entangle and wall of thorns.

But if the character is still boring for him, suggest multiclassing or, as has already been suggested, staging his death.


As I'm understanding it, your question is not how to stop this tactic, but rather how to allow the player to continue using it while making the game more enjoyable for him, the rest of the players, and yourself. Is that a correct interpretation?

Here are some things you can do:
-Put enemies in hard-to-reach places so that he's the only one who can easily deal with them.
-Include monsters that also have significant mobility, and use them to threaten the other party members who like to stay out of combat. Mounted opponents with Ride-by-Attack work well for this. This will give the monk someone that only he is really suited to handle, and by putting the threat on a different party member you can get around his ability to avoid damage.
-Make it so that more combats come down to stopping something from happening rather than just killing the bad guys before they kill you. Since depletion of HP is no longer a threat, the fact that he can duck behind cover won't make him seem quite so invincible.
-Offer him the chance to retrain Fleet into different feats. He'll still have the Monk movement bonus to employ his favorite strategy, but it'll give him more options.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Dragonborn3 wrote:

Use a forested area(so he has to use up movement), a druid, and spells like entangle and wall of thorns.

But if the character is still boring for him, suggest multiclassing or, as has already been suggested, staging his death.

I've found that forested areas don't really work too well. He simply leaps up and down the tree branches to get to an out of the way spot and to use Spring Attack (after all there's no rule anywhere saying you are limited to one jump check per move). The only thing that changes in this setting is that his movement is largely vertical rather than horizontal. Difficult terrain does little to hinder him either, as he simply "jumps over it."

far_wanderer wrote:
As I'm understanding it, your question is not how to stop this tactic, but rather how to allow the player to continue using it while making the game more enjoyable for him, the rest of the players, and yourself. Is that a correct interpretation?

Precisely. I don't know whether or should find it humorous or upsetting just how many posters come in here and condemn me for "punishing the monk player" simply because they haven't read the thread.

far_wanderer wrote:

Here are some things you can do:

-Put enemies in hard-to-reach places so that he's the only one who can easily deal with them.
-Include monsters that also have significant mobility, and use them to threaten the other party members who like to stay out of combat. Mounted opponents with Ride-by-Attack work well for this. This will give the monk someone that only he is really suited to handle, and by putting the threat on a different party member you can get around his ability to avoid damage.
-Make it so that more combats come down to stopping something from happening rather than just killing the bad guys before they kill you. Since depletion of HP is no longer a threat, the fact that he can duck behind cover won't make him seem quite so invincible.
-Offer him the chance to retrain Fleet into different feats. He'll still have the Monk movement bonus to employ his favorite strategy, but it'll give him more options.

Some good advice there. I'll take it under consideration. Thanks.

Liberty's Edge

I just posted about this in another thread, so its fresh in my mind:

Try to come up with some chase scenes for him against something like a low flying opponent. RD, you've seen the first episode of Dawn of Defiance right (or are you a different RD than the one on WotC boards?)? Something like that should be a good test of his speed.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Studpuffin wrote:

I just posted about this in another thread, so its fresh in my mind:

Try to come up with some chase scenes for him against something like a low flying opponent. RD, you've seen the first episode of Dawn of Defiance right (or are you a different RD than the one on WotC boards?)? Something like that should be a good test of his speed.

Who else would post about such odd scenarios as invisible hydra wagons and faster than light monks?

Liberty's Edge

Well, its good to see ya round these parts then!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Studpuffin wrote:
Well, its good to see ya round these parts then!

Been here for 3 months. If Pathfinder continues to be half as good as I think it might be, I may well be around for a while longer.


The PHB II feats: Bounding Assault and Rapid Blitz should make his attack routine more interesting (if you don't mind going a little beyond core). I'd encourage the player to invest in the Vital Strike feat chain as well. If there isn't much room for these feats, maybe have him re-train upon gaining a new level? (basically trading in some of those Fleet feats for more versatile ones?) Or trade in a monk class feature for some of these feats. (Not sure how far you want to deviate from the core). Three dimensional battle fields should be the norm from now on… rooms with balconies, cliff-sides, a lake of lava with outcroppings to jump about.

From a DM perspective, readying actions to grapple and trip or cast a debilitating spell should prove interesting challenges for the super mobile monk. Also, providing magical treasure that gives the PC versatility would help. And combats with multiple foes (as opposed to 3 or less) should be common.

Silver Crusade

This is terrible advice but I have to say it anyway just to put the option out there: Maybe have him get his legs gnawed off? Maybe just his lower legs?

RPG Superstar 2010 Top 32

Mikaze wrote:
This is terrible advice but I have to say it anyway just to put the option out there: Maybe have him get his legs gnawed off? Maybe just his lower legs?

This is the worst possible idea. Do not do this.


I have to add something about the "Ready an action" thing: while it opens the monk to a counter-attack, it opens the enemies to a full attack from the monk's party.

If there are several enemies around, this is even better. The monk can attack either of them (and, knowing about the Ready an action, he'll attack those who have already acted). If all of them Ready their action, they can't do a full-attack... and thus are more vulnerable to the other members of the monk's party.

Readying an action also changes the foe's initiative order. And, IIRC, if he can't take his readied action, he loses his round.

Just my two coppers.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Louis IX wrote:

I have to add something about the "Ready an action" thing: while it opens the monk to a counter-attack, it opens the enemies to a full attack from the monk's party.

If there are several enemies around, this is even better. The monk can attack either of them (and, knowing about the Ready an action, he'll attack those who have already acted). If all of them Ready their action, they can't do a full-attack... and thus are more vulnerable to the other members of the monk's party.

Readying an action also changes the foe's initiative order. And, IIRC, if he can't take his readied action, he loses his round.

Just my two coppers.

This is pretty much what's been happening. The monk's blinding speed and skirmish tactics cause much confusion for the enemy and a few simply stand around expecting to be the next one struck down "by the phantom" at times. It's kind of like Mel Gibson in the Patriot: The red coats didn't know what was hitting them and stood around in confusion half the time even though their comrades a few steps away were getting chopped up by a mad man with a hatchet.


Ravingdork wrote:
far_wanderer wrote:
As I'm understanding it, your question is not how to stop this tactic, but rather how to allow the player to continue using it while making the game more enjoyable for him, the rest of the players, and yourself. Is that a correct interpretation?
Precisely. I don't know whether or should find it humorous or upsetting just how many posters come in here and condemn me for "punishing the monk player" simply because they haven't read the thread.

I guess I'm just a little thick, sorry. :-)

The only criticism I've seen you make is that this tactic is "boring" or "tiring". But I don't really understand how it's any more boring or tiring than a sword-using fighter standing in one place making melee full attacks, or a bow-using ranger standing in a different place making ranged full attacks.


If you go the "retraining in the mountains" route rather than the vital strike feats you could suggest some ranged feats and he could then take advantage of his flurry of blows class feature and throw shurikens at enemies (or he could take throw anything and throw kamas, nunchucks, sais, sianghams, and quarterstaves).


Felgoroth wrote:
(or he could take throw anything and throw kamas, nunchucks, sais, sianghams, and quarterstaves).

LOL flurrying with thrown quarterstaves is a great visual.

silly, but so are monk weapon restrictions...


Clockwork pickle wrote:
Felgoroth wrote:
(or he could take throw anything and throw kamas, nunchucks, sais, sianghams, and quarterstaves).

LOL flurrying with thrown quarterstaves is a great visual.

silly, but so are monk weapon restrictions...

I was imagining the same thing when I thought of that lol. I think throwing any of those weapons would look pretty funny but, I think quarterstaves is by far the funniest visual. Speaking of which if you throw a double weapons does it only deal 1 sides damage? I'm assuming it does but I'm kind of curious


A Man In Black wrote:
Mikaze wrote:
This is terrible advice but I have to say it anyway just to put the option out there: Maybe have him get his legs gnawed off? Maybe just his lower legs?

You know, this solution will fix just about any overpowered class. Maybe Paizo should put it in a sidebar in the next Adventure Path!

Scaling the Adventure
This adventure is designed for a party of 4 4th level PCs.
If the party is 5th level, gnaw off a leg. For each additional level over 5th, bite off another limb.

Ken

Grand Lodge

Felgoroth wrote:
Clockwork pickle wrote:
Felgoroth wrote:
(or he could take throw anything and throw kamas, nunchucks, sais, sianghams, and quarterstaves).

LOL flurrying with thrown quarterstaves is a great visual.

silly, but so are monk weapon restrictions...
I was imagining the same thing when I thought of that lol. I think throwing any of those weapons would look pretty funny but, I think quarterstaves is by far the funniest visual. Speaking of which if you throw a double weapons does it only deal 1 sides damage? I'm assuming it does but I'm kind of curious

You two need to watch Kung Fu Hustle.

Liberty's Edge

TriOmegaZero wrote:


You two need to watch Kung Fu Hustle.

Who threw a knife handle!?


TriOmegaZero wrote:
Felgoroth wrote:
Clockwork pickle wrote:
Felgoroth wrote:
(or he could take throw anything and throw kamas, nunchucks, sais, sianghams, and quarterstaves).

LOL flurrying with thrown quarterstaves is a great visual.

silly, but so are monk weapon restrictions...
I was imagining the same thing when I thought of that lol. I think throwing any of those weapons would look pretty funny but, I think quarterstaves is by far the funniest visual. Speaking of which if you throw a double weapons does it only deal 1 sides damage? I'm assuming it does but I'm kind of curious
You two need to watch Kung Fu Hustle.

I have lol. I'd like to figure out how to play bards like the 2 assassins in that movie. Maybe remove all the bardic music abilities and replace them with something similar to sneak attack. You make a perform check with a DC of 10 or 15 to throw the 1st blade thing and for every 5 you beat it by you throw another blade. All of them deal a d4 or d6 :P


I had a player try a similar setup once. I used the Stand Still reach weapon combo to lock him down. I had two opponents stand adjacent to each other using reach weapons and gave them Combat Reflexes and Stand Still as two of their feats.

When he runs in to attack one the other gets an AoO and then Stand Still prevents him from moving until his next turn. On his next turn when he tries to run away at least one of them is gonna get an AoO and lock him down again.


hogarth wrote:
The only criticism I've seen you make is that this tactic is "boring" or "tiring". But I don't really understand how it's any more boring or tiring than a sword-using fighter standing in one place making melee full attacks, or a bow-using ranger standing in a different place making ranged full attacks.

Seems to me that it's boring because it's a contrived combination of actions repeated ad infinitum. I guess it's what happens when you base your character around a "build" and then find out your build doesn't work to your satisfaction.

Put it in other terms and it's easy to see why it's boring:

Fight 1: Mage: "I cast haste, then fly, then grease on the bad guy's sword."

Fight 2: Mage: "I cast haste, then fly, then grease on the bad guy's sword."

Fight 3: Mage: "I cast fly, then haste, then grease on the bad guy's sword."

Of course, your example of full-round attacks while standing still is boring also. I haven't seen anyone actually do that as a routine, though.

Zo


The monk hit-and-run strategy completely removes the opponent from the equation, which is why it's so much more boring. All opponents simply turn into progress bars of varying lengths. With a full-round attack build that progress bar hits you back, so there's something different each time. That's why the core way to make things more interesting is to give the opponents something they can do other than trying to hit the monk that still causes problems for him.

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