Monks-Temple Sword=Good Idea?


Advice


Hey I was just thinking if it is better to run around two handing a temple sword (1d8, 19-20 crit) then it is to just use fists?

For instance by two handing a temple sword you would get more damage from stenght and power attack and less variable damage due to dice. I figured by level 20 (15 with monk's robes) you might aswell go for the 2 d10's worth of damage but what about before hand? But at what level is it not worth using a weapon anymore?

I am also a fan of jedi's and I figured a Ghost Hungry Monk running around with a temple sword tripping and kicking people is the best the closest you'll get. (Maybe Eldritch knight with telekinesis and lightning bolt, but thats a different thread).

Sovereign Court Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Remember that when a monk uses flurry of blows he will only be doing damage as though he were two weapon fighting. This means that the 1.5 x strength bonus becomes only his strength bonus. For purposes of flavor, yes, you are using a sword two-handed and hitting your opponent with it using lightning fast blows. But when it concerns the rules, you're using the Flurry of Blows ability and substituting the weapon's damage dice for your fists.

So, at lower levels, this choice will do more damage. At higher levels the temple sword gets severely outclassed by the damage output of a monk's fists. You can mitigate it with critical feats and by using the weapon master archetype, but you'll still be way behind.

It's still fun to play, though. I'm doing it, and enjoying the concept.

[Edit]Sorry, I didn't actually answer the question, did I? You start falling behind as soon as your fists get better than 1d10. At that point, average damage is better than the temple sword with the better critical range. [/Edit]


Drogon wrote:

Remember that when a monk uses flurry of blows he will only be doing damage as though he were two weapon fighting. This means that the 1.5 x strength bonus becomes only his strength bonus. For purposes of flavor, yes, you are using a sword two-handed and hitting your opponent with it using lightning fast blows. But when it concerns the rules, you're using the Flurry of Blows ability and substituting the weapon's damage dice for your fists.

So, at lower levels, this choice will do more damage. At higher levels the temple sword gets severely outclassed by the damage output of a monk's fists. You can mitigate it with critical feats and by using the weapon master archetype, but you'll still be way behind.

It's still fun to play, though. I'm doing it, and enjoying the concept.

[Edit]Sorry, I didn't actually answer the question, did I? You start falling behind as soon as your fists get better than 1d10. At that point, average damage is better than the temple sword with the better critical range. [/Edit]

Would the arguably cheaper cost to add properties to weapons rather than an amulet of mighty fist serve to create a level of parity between these two options?


Dragonsong wrote:
Drogon wrote:

Remember that when a monk uses flurry of blows he will only be doing damage as though he were two weapon fighting. This means that the 1.5 x strength bonus becomes only his strength bonus. For purposes of flavor, yes, you are using a sword two-handed and hitting your opponent with it using lightning fast blows. But when it concerns the rules, you're using the Flurry of Blows ability and substituting the weapon's damage dice for your fists.

So, at lower levels, this choice will do more damage. At higher levels the temple sword gets severely outclassed by the damage output of a monk's fists. You can mitigate it with critical feats and by using the weapon master archetype, but you'll still be way behind.

It's still fun to play, though. I'm doing it, and enjoying the concept.

[Edit]Sorry, I didn't actually answer the question, did I? You start falling behind as soon as your fists get better than 1d10. At that point, average damage is better than the temple sword with the better critical range. [/Edit]

Would the arguably cheaper cost to add properties to weapons rather than an amulet of mighty fist serve to create a level of parity between these two options?

Especially if you use it for keen...upping that crit range to 17-20.


I was thinking the dice adders (merciful, vicious, flaming, corrosive, etc.) or bleed, but keen is also in that mix.

Sovereign Court Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

There was a thread where some crazy math guy analyzed it. The short answer: no. I'm going to make you look for it if you want the long answer.

Still more fun to use the sword, though.


Drogon wrote:

There was a thread where some crazy math guy analyzed it. The short answer: no. I'm going to make you look for it if you want the long answer.

Still more fun to use the sword, though.

LOL

OK fair enough


Drogon wrote:
There was a thread where some crazy math guy analyzed it. The short answer: no. I'm going to make you look for it if you want the long answer.

Well...it's clearly worth it in the short run; a masterwork temple sword is far superior to a monk's (unmagical) fists at level 2, say. Presumably there's a break-even point where the fists become better, but I bet it's beyond the scope of most of my games (e.g. level 12+).


I don't understand how this keeps coming up. When a Monk uses any weapon two handed he just gets his normal strength bonus, not 1.5 STR, during a flurry of blows. I always thought it was pretty clear on page 57 of the core rulebook what the intent is.

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