Would it be broken (another monk thread)


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Liberty's Edge

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It has been discussed in other threads that one possible fix would be to allow monks to enhance unarmed strike at the same cost as weapons.

It was also discussed that anything obsoleting AoMF is a non-starter.

So.

Let's say that you change the monk to allow them to enhance the attack and damage bonus. Let's say enhancing them is equal to the cost of enhancing two weapons.

Let us further say that to avoid dip issues, this can starts at 4th Level, where you can add a +1 enhancement. Every three levels, you can increase this by +1 (+2 7th, +3 10th, +4 13th, +5 16th) capping at a maximum of +5. For fluff we will say this comes from intense meditation and focus, with special material needed for the ceremony.

Now, the AoMF does not need to have a +1 enhancement bonus to grant a melee weapon special ability. So you could have any melee special abilities come from the AoMF, while the attack bonuses come from the monk special ability.

The question, in two parts.

1. Would this break the class (too powerful)
2. Would this fix the class (make it powerful enough)

Discuss, preferably with math.


Are you talking about straight-up having your body enchanted like a weapon?

Liberty's Edge

Eben TheQuiet wrote:
Are you talking about straight-up having your body enchanted like a weapon?

Yes, but at the cost of enchanting two weapons.

Liberty's Edge

So for example, at 4th level if a monk could afford the 4000K they could have a +1 to unarmed strike (as opposed to the 5000 for AoMF)

For a total cost of 9000 they could wear an AoMF which had a +1 value melee enhancement.

The cost to do this with two weapons would be significantly more (16000) so this would be a net monk advantage.

The question is would it be too much to add.

What I am trying to do is deal with the monks attack issues without obsoleting AoMF.

If this works, win-win. If it doesn't, more fuel toward the "Devs, please stop making AoMF the problem" discussion.


All they have to do is hit delete on Tongue of Sun and Moon, and type in Monastic Training: +1 to attack and damage rolls starting at level 5 whenever the monk is using unarmed or monk weapons. The bonuses increases by +1 for every 4 levels above 5th.

The only other change if the above change was made is that than they need to just put their foot down and kill one weapon flurry for good.

The monk's DPR is fixed, no need to introduce some weird new way to enhance the monk's body.

Grand Lodge

a D20 PrC "the Kensai" was allowing it, but note that a weapon that cannot be sundered/disarmed might be a bit too powerful.

I liked the pre-errata brass knuckles: it's like unarmed strike, but it's a weapon, so you could enchant it for a normal price (and it can be sundered/disarmed, stolen, ...)

Liberty's Edge

Vrischika111 wrote:

a D20 PrC "the Kensai" was allowing it, but note that a weapon that cannot be sundered/disarmed might be a bit too powerful.

I liked the pre-errata brass knuckles: it's like unarmed strike, but it's a weapon, so you could enchant it for a normal price (and it can be sundered/disarmed, stolen, ...)

Mechanically I agree with you, and this would be basically the same conceptually.

Flavorwise, I agree with SKR that it is kind of lame to have monks need brass knuckles.

I would like the same mechanical effect, basically. My only real concern is with how it may interact with AoMF.

Grand Lodge

if I'd allow monk enhencement (on their IUS) I'll price it 150% (for non-stealable/disarm/sunder)

I'd also rule similar to bracers of AC/armor

only use the one with best overall magic :if you have fist +2 and AoMF +1 flaming burst, a +3 equivalent, your natural enhancement would not work as long as you wear the amulet


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I know I've given my take on it before, but I'll go ahead and post it again since I like the option better than enchanting yourself...

Replace ki strike as it is written with a ki strike similar to the magus ability. 1 ki point at level 4 gives you a +1 enhancement bonus to your unarmed strikes for 1 minute, increasing by +1 every 3 levels, stacking with an AoMF the same as a magus' ability will stack with a weapon. Allow weapon properties to be substituted as long as there is at least a +1 bonus (from this ability or an AoMF) with a selection of properties appropriate for a monk, so things like axiomatic, holy, unholy, ghost touch, speed, etc and there you go. Oh, and since monks have enough to spend swift actions on and it doesn't break their action economy or balance let them activate it as a free action.

Its simple, it is an actual functional version of an ability they already have and, IMO as someone who played monks back in 1e(which the 3.0/3.5/PF monk is based on) it fits in thematically.


ciretose wrote:

Let's say that you change the monk to allow them to enhance the attack and damage bonus. Let's say enhancing them is equal to the cost of enhancing two weapons.

[..]

1. Would this break the class (too powerful)?

It wouldn't even break the class if it cost as much as one magical weapon and if it weren't limited by level.

Monte Cook's Arcana Evolved and Book of Experimental Might both had a feat that let a monk enhance his unarmed strike, and the world didn't fall off its axis. Heck, in 3.5E there was a feat in Eberron that let a monk flurry with a longspear or longsword and the world didn't end then, either.

Quote:
2. Would this fix the class (make it powerful enough)?

It would be a nice addition, but to be honest a few thousand extra gold pieces aren't really making or breaking the class. Non-spellcasting classes will still have issues at high level, in my experience.


Krigare wrote:

I know I've given my take on it before, but I'll go ahead and post it again since I like the option better than enchanting yourself...

Replace ki strike as it is written with a ki strike similar to the magus ability. 1 ki point at level 4 gives you a +1 enhancement bonus to your unarmed strikes for 1 minute, increasing by +1 every 3 levels, stacking with an AoMF the same as a magus' ability will stack with a weapon. Allow weapon properties to be substituted as long as there is at least a +1 bonus (from this ability or an AoMF) with a selection of properties appropriate for a monk, so things like axiomatic, holy, unholy, ghost touch, speed, etc and there you go. Oh, and since monks have enough to spend swift actions on and it doesn't break their action economy or balance let them activate it as a free action.

Its simple, it is an actual functional version of an ability they already have and, IMO as someone who played monks back in 1e(which the 3.0/3.5/PF monk is based on) it fits in thematically.

If the size of the ki pool was expanded, absolutely. It doesn't even have to be as large as a Barbarian's Rage or a Bard's Performance rounds, just more than he has now.

At 6th level, a monk with a 20 Wisdom has 8 ki. A barbarian of the same level with a 20 Constitution has 19 rounds of Rage. A bard of teh same level with a 20 Charisma has 19 rounds of Performance.

At 12th level, a monk with a 22 Wisdom has 12 ki. That same barbarian with a 22 Con has 32 rounds of Rage; the bard with a 22 Charisma has 32 rounds of Performance.

If they made ki pool equal to monk level + Wisdom, that would be 11 for the 6th level monk (vs. 19 for barbarian/bard) and 18 for the 12th level monk (vs. 32 for barbarian/bard). Not as good, and they cannot keep it up for as long, but definately better.

MA


Does this bypass DR? If so I think it helps the monk, but since the monk is what I like to consider a secondary combat class it needs help elsewhere. If the idea is to turn the monk into a primary combat class it needs more bonuses.


@MA: Look at duration. 1 ki point for 1 minute. 10 rounds. So in your example there, for the monk can spend 2 ki and get the enhancement bonus for longer than the barbarian can rage. All in all, doing something like this doesn't provide any justification for increasing a monks ki pool.

@wraithstrike: It should be counted as an actual magic item enhancement bonus either way, so as it goes up it would help penetrate DR based on bonus.


Disarm - A monk's enchantment to unarmed attacks can be disarmed if they fail their CMD check until a move action is used to "pick it back up"

Stolen - A monk's enchantment to unarmed attacks can be stolen if they fail their CMD check, and cannot be recovered unless the enemy that stole the enchantment is killed/knocked unconscious/otherwise incapacitated/Monk steals the enchantment back

Sunder - A monk's enchantment to unarmed attacks can be sundered if they fail their CMD check and as such must be made whole or repaired or re-enchanted at earliest convenience.

How about something like that for those Combat Maneuvers? The weapons themselves can't be stolen/sundered/disarmed (fists, feet, etc) but the enchantment can.


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I don't understand the need for this. The monk's unarmed strikes already scale with level. The damage die starts as a d6, and ends up at 2d10. Also, the monk's unarmed strikes count as magic weapons once they get a ki pool. I don't see the need for a change. I tend to disagree with the conventional wisdom that monk is an underpowered class. I think in general, folks spend too much time worrying about damage inflicted per round. The monk sacrifices offensive potency in that respect for more versatility and accessory abilities that are hard to quantify. There's a monk in my playing group that does plenty to justify his class's inclusion by taking approaches to enemies and encounters that aren't readily available to the rest of us.


RhesusPieces wrote:
I don't understand the need for this. The monk's unarmed strikes already scale with level. The damage die starts as a d6, and ends up at 2d10. Also, the monk's unarmed strikes count as magic weapons once they get a ki pool. I don't see the need for a change. I tend to disagree with the conventional wisdom that monk is an underpowered class. I think in general, folks spend too much time worrying about damage inflicted per round. The monk sacrifices offensive potency in that respect for more versatility and accessory abilities that are hard to quantify. There's a monk in my playing group that does plenty to justify his class's inclusion by taking approaches to enemies and encounters that aren't readily available to the rest of us.

Define versatility. I don't see how a monk is versatile at all in game.

4 skill points, no spell casting, super limited weapons. I disagree a monk is versatile, they are the definition of having few choices imo and players must use those few choices to do everything.


master arminas wrote:

If the size of the ki pool was expanded, absolutely. It doesn't even have to be as large as a Barbarian's Rage or a Bard's Performance rounds, just more than he has now.

At 6th level, a monk with a 20 Wisdom has 8 ki. A barbarian of the same level with a 20 Constitution has 19 rounds of Rage. A bard of teh same level with a 20 Charisma has 19 rounds of Performance.

At 12th level, a monk with a 22 Wisdom has 12 ki. That same barbarian with a 22 Con has 32 rounds of Rage; the bard with a 22 Charisma has 32 rounds of Performance.

If they made ki pool equal to monk level + Wisdom, that would be 11 for the 6th level monk (vs. 19 for barbarian/bard) and 18 for the 12th level monk (vs. 32 for barbarian/bard). Not as good, and they cannot keep it up for as long, but definately better.

MA

Except that the Monk\Magus ability has a duration in Minutes, meaning that a single point is going to last an entire fight.

Edit: Ninja'd...


Gignere wrote:
RhesusPieces wrote:
I don't understand the need for this. The monk's unarmed strikes already scale with level. The damage die starts as a d6, and ends up at 2d10. Also, the monk's unarmed strikes count as magic weapons once they get a ki pool. I don't see the need for a change. I tend to disagree with the conventional wisdom that monk is an underpowered class. I think in general, folks spend too much time worrying about damage inflicted per round. The monk sacrifices offensive potency in that respect for more versatility and accessory abilities that are hard to quantify. There's a monk in my playing group that does plenty to justify his class's inclusion by taking approaches to enemies and encounters that aren't readily available to the rest of us.

Define versatility. I don't see how a monk is versatile at all in game.

4 skill points, no spell casting, super limited weapons. I disagree a monk is versatile, they are the definition of having few choices imo and players must use those few choices to do everything.

The monk excels in situations where the battlefield isn't a clear flat plane. He can burn a ki point to add 20 to acrobatics or add movement speed (which is already high based on level). That means, he can get to wherever he wants in an area that's clogged, has difficult terrain, or has three dimensional structure. Our monk uses his high jump ability to great effect whenever we have three dimensional structure.

The monk also has underrated defensive abilities. They get to add wisdom to AC, get extra dodge bonuses, they have high values in all three save types, plus evasion, plus natural resistance to diseases and poisons. They're effective against any enemy type, and are useful in all situations. That's how I see them as versatile.


Also, it's not like the monk isn't doing a lot of damage. With weapon's finesse, their attack bonuses get pretty high (especially with flurry of blows). Our monk carries Kama's with electricity upgrades, and at level 8 he's making 4 attacks that each do 2d6 + strength + power attack damage. It's not quite as much damage as my dwarf fighter, but we have different roles.

So, if you are obsessed with doing tons of damage, stick to fighter or barbarian. Monk is for people that want to take a different approach.


Gignere wrote:
Define versatility. I don't see how a monk is versatile at all in game.

They run fast and they have good saves. That's what I usually see as the translation for "monk versatility".


Krigare wrote:
@MA: Look at duration. 1 ki point for 1 minute. 10 rounds. So in your example there, for the monk can spend 2 ki and get the enhancement bonus for longer than the barbarian can rage. All in all, doing something like this doesn't provide any justification for increasing a monks ki pool.

This proposed ability isn't the ONLY thing a monk is going to be spending ki on. In fact, a monk probably needs to spend 1 ki (at a minimum) each round of combat . . . just like a barbarian spends rage, or a bard spends performance.

But he cannot, because the designers simply gave him TOO SMALL A KI POOL. Out of the Core Rulebook Classes, the monk's duration when using his special ability (ki pool) is the shortest of any class. Until you get to ethereal body (at 19th level), every single use lasts for one round or less. So that monk is going to spending ki just to stay in the ballgame with other more martial classes . . . if you put any further abilities that depend on that pool into play, you need to expand it at least somewhat. I am not arguing for 4 ki + Wisdom bonus at 1st level, plus 2 ki each monk level gained thereafter (which would put it on par with Barbarian Rage and Bardic Performance), but instead going from 1/2 level + Wisdom to level + Wisdom.

A small boost, but one that is desperately needed.

MA


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hogarth wrote:
Gignere wrote:
Define versatility. I don't see how a monk is versatile at all in game.
They run fast and they have good saves. That's what I usually see as the translation for "monk versatility".

My equally snarky reply to this whole idea of the monk being underpowered is that it sounds like everyone is saying, "Monk would be great if they did just as much damage as a fighter or barbarian." That's the tradeoff! That's the whole point! Those extra abilities come at a cost. If the monk did just as much damage, then it would be overpowered relative to more martial classes.


hogarth wrote:
Gignere wrote:
Define versatility. I don't see how a monk is versatile at all in game.
They run fast and they have good saves. That's what I usually see as the translation for "monk versatility".

Lol that was precisely what the other guy said. They run fast and have good saves = versatile. Basically any group with access to haste and are a little skilled at shoring up their weak saves equal versatile.

I don't think that is versatility. Versatility in a D&D or PF game means, if the tank drops, you can fill in temporarily, if suddenly there is a need for two skill monkeys you can also do so, and be a back up healer and perhaps be a back up caster, if a DPR drops you can also fill in. If you can do 3+ of these things you are versatile.

That is why full casters are versatile, bards are versatile, and even rogues and rangers.

Monk I would rank their versatility at just above the fighter. That is bad because the fighter is the least versatile class in game.


RhesusPieces wrote:
I don't understand the need for this. The monk's unarmed strikes already scale with level. The damage die starts as a d6, and ends up at 2d10. Also, the monk's unarmed strikes count as magic weapons once they get a ki pool. I don't see the need for a change. I tend to disagree with the conventional wisdom that monk is an underpowered class. I think in general, folks spend too much time worrying about damage inflicted per round. The monk sacrifices offensive potency in that respect for more versatility and accessory abilities that are hard to quantify. There's a monk in my playing group that does plenty to justify his class's inclusion by taking approaches to enemies and encounters that aren't readily available to the rest of us.

Scaling base damage does not really help. You get the most damage from static bonuses. As an example I have made fighters using the cestus that outdamage a monk and they only do 1d4.

If you were to read the other thread most of us say the monk does decent damage if built to do so. Damage is not the issue. Damage while maintaining a good AC is an issue, and bypassing DR is an issue.

That still leaves the monk's other problems. This has been shown at the table, and here on the boards.

If you have specific counters to the problems that have been detailed across countless threads I would like to hear them.


RhesusPieces wrote:
hogarth wrote:
Gignere wrote:
Define versatility. I don't see how a monk is versatile at all in game.
They run fast and they have good saves. That's what I usually see as the translation for "monk versatility".
My equally snarky reply to this whole idea of the monk being underpowered is that it sounds like everyone is saying, "Monk would be great if they did just as much damage as a fighter or barbarian." That's the tradeoff! That's the whole point! Those extra abilities come at a cost. If the monk did just as much damage, then it would be overpowered relative to more martial classes.

I don't think anyone ever said that, or at least I didn't. Right now based on a DPR model I made, a strength monk grabbing every DPR increasing feats possible at level 11 is doing about 50% of the damage of a THF, if he blows a ki he will be doing about 60%.

We are asking to make changes to buff it to roughly 70% - 80%, if blowing ki maybe 90% of the THF's damage. Basically better than a pouncing druid.


RhesusPieces wrote:

Also, it's not like the monk isn't doing a lot of damage. With weapon's finesse, their attack bonuses get pretty high (especially with flurry of blows). Our monk carries Kama's with electricity upgrades, and at level 8 he's making 4 attacks that each do 2d6 + strength + power attack damage. It's not quite as much damage as my dwarf fighter, but we have different roles.

So, if you are obsessed with doing tons of damage, stick to fighter or barbarian. Monk is for people that want to take a different approach.

You mind posting a level 5, and a level 13 build? The monsters for the 13 build are already selected so we can't cherry pick from a previous thread.

If you accept the invite I will give you the posting rules used in the other thread, because some of the posters here that are considered to have high system mastery were not happy with their performance. If you can help us, then tell us what we are doing wrong.

At the least give us examples that took place in your games. I would like to know how a monk can contribute on a consistent bases, and no, slow fall, is not a consistent contribution, assuming he ends up falling.


RhesusPieces wrote:
My equally snarky reply to this whole idea of the monk being underpowered is that it sounds like everyone is saying, "Monk would be great if they did just as much damage as a fighter or barbarian." That's the tradeoff! That's the whole point! Those extra abilities come at a cost. If the monk did just as much damage, then it would be overpowered relative to more martial classes.

But the thing is, I could easily make a level 1 fighter or barbarian that has just as good running ability and just as good saves as a level 1 monk and that is still a better melee fighter. Now at level 10 (or whatever), the monk has definitely pulled ahead in the running + saves race, but everybody -- the monk, the fighter, and the barbarian -- is falling behind in the "spellcasters vs. non-spellcasters" race at that point.

The problem is that there's a very narrow window (if any) where the monk's running and jumping ability is particularly impressive. The saves are nice, though. And I still wouldn't call it "versatility", at least not compared to a spellcaster's versatility.

To get back to the original topic at hand, an extra +1 to attack and damage (which is basically what slightly cheaper unarmed strike enhancements would amount to) isn't going to "break" things one way or another. And it certainly wouldn't cause a huge flood of monk players to come out of the woodwork, at least judging from my experience.

P.S. I'm currently playing an Eberron monk who flurries with a longspear and I'm loving every minute of it.


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Monks do a fairly good chunk of damage. They can also do it multiple times per round. By 12th level, your unarmed attacks hit just as hard as the best weapons in the game (excluding firearms). They get to attack repeatedly and if you really hate their unarmed damage so much, they can have two weapons in their hands and be able to kick or elbow for unarmed strikes (actually in the description). They get all sorts of abilities for bad situations. The only downside to the class is no armor and the cost of AoMF. Given a high wisdom modifier, the monk will get as good an AC as any other class. AoMF enchants all of you. If you had claws or bite or so on. Monks can use just about any appendage, you enchant four or five weapon with that thing. It's cheaper when you think about it. They aren't any weaker than the other classes and don't need any special enchantments to make it cheaper, it's fine as is.


If you think that the running and jumping stuff is such a problem, just take some archetypes. The quinggong monk even allows you to choose the replacements and you don't have to replace anything you don't want to.


Minion GM wrote:
Monks do a fairly good chunk of damage. They can also do it multiple times per round. By 12th level, your unarmed attacks hit just as hard as the best weapons in the game (excluding firearms). They get to attack repeatedly and if you really hate their unarmed damage so much, they can have two weapons in their hands and be able to kick or elbow for unarmed strikes (actually in the description). They get all sorts of abilities for bad situations. The only downside to the class is no armor and the cost of AoMF. Given a high wisdom modifier, the monk will get as good an AC as any other class. AoMF enchants all of you. If you had claws or bite or so on. Monks can use just about any appendage, you enchant four or five weapon with that thing. It's cheaper when you think about it. They aren't any weaker than the other classes and don't need any special enchantments to make it cheaper, it's fine as is.

Math it out or model it. You are going by gut feeling, and I can tell you it is wrong, but with so many moving parts until you build a model it is hard to believe that monks are pretty bad at doing damage. I thought monks were ok and probably not as bad as everyone makes them out to be, but after building my DPR model, the results were actually worse than what those who said that monks need buffs were indicating.

So bad such that the only non-spell casting class doing less damage is the rogue when the rogue is not sneak attacking. If the rogue flanks and sneak attack on every hit, his DPR will blow by the monk and near a THF's DPR.

The monk when blowing ki at level 11 is doing roughly what a pouncing druid does, if not blowing ki he is actually losing to the druid a full caster.

Liberty's Edge

wraithstrike wrote:
Does this bypass DR? If so I think it helps the monk, but since the monk is what I like to consider a secondary combat class it needs help elsewhere. If the idea is to turn the monk into a primary combat class it needs more bonuses.

Unarmed would be the same as manufactured weapons, monks basically would become a living weapon (fits flavor perfectly).

AoMF would remain relevant, slow progression would prevent dip.

I also considered with something similar to weapon training for unarmed strike, however that would all allow stacking with enhancement bonuses, and that could be a problem.

Ki option requires a much larger ki pool, which creates other problems, which is why I would be opposed.


MA, I don't see monks using that much ki in fights. I think it would work just fine letting them use ki like a magus using AP

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RhesusPieces wrote:

Also, it's not like the monk isn't doing a lot of damage. With weapon's finesse, their attack bonuses get pretty high (especially with flurry of blows). Our monk carries Kama's with electricity upgrades, and at level 8 he's making 4 attacks that each do 2d6 + strength + power attack damage. It's not quite as much damage as my dwarf fighter, but we have different roles.

So, if you are obsessed with doing tons of damage, stick to fighter or barbarian. Monk is for people that want to take a different approach.

Damage goes up, not attack bonus.

Carrying 4 attacks that don't hit isn't helpful. By 10th the monk is about 6 behind the fighter and 4 behind the rogue in attack bonus, or 30% and 20% less likely to hit.


RhesusPieces wrote:
Gignere wrote:
RhesusPieces wrote:
I don't understand the need for this. The monk's unarmed strikes already scale with level. The damage die starts as a d6, and ends up at 2d10. Also, the monk's unarmed strikes count as magic weapons once they get a ki pool. I don't see the need for a change. I tend to disagree with the conventional wisdom that monk is an underpowered class. I think in general, folks spend too much time worrying about damage inflicted per round. The monk sacrifices offensive potency in that respect for more versatility and accessory abilities that are hard to quantify. There's a monk in my playing group that does plenty to justify his class's inclusion by taking approaches to enemies and encounters that aren't readily available to the rest of us.

Define versatility. I don't see how a monk is versatile at all in game.

4 skill points, no spell casting, super limited weapons. I disagree a monk is versatile, they are the definition of having few choices imo and players must use those few choices to do everything.

The monk excels in situations where the battlefield isn't a clear flat plane. He can burn a ki point to add 20 to acrobatics or add movement speed (which is already high based on level). That means, he can get to wherever he wants in an area that's clogged, has difficult terrain, or has three dimensional structure. Our monk uses his high jump ability to great effect whenever we have three dimensional structure.

The monk also has underrated defensive abilities. They get to add wisdom to AC, get extra dodge bonuses, they have high values in all three save types, plus evasion, plus natural resistance to diseases and poisons. They're effective against any enemy type, and are useful in all situations. That's how I see them as versatile.

A couple points...

That Wisdom to AC is great, but unless your rolling stats and rolled 3 or more 16+ for stats, it will come at a cost. The extra dodge bonuses simply help reduce the effects of MAD, armor wearing characters can get the same or higher AC easily. Evasion is OK, but rogues get it as well, and its utility drops as you go up in level due to less reflex saves more fort/will saves. The saves are not that great, with so many classes nowadays getting 2 good saves it doesn't look all that impressive anymore.

That mobility your talking about? After 3rd level spells come into play, fly makes the monk look like 5 year old competing in the Olympics. Haste evens up the movement speeds, and provides defensive and offensive benefits as well. Oh, and affects the whole party.

As far as effective against any enemy type? Any foe with DR begins to shut the monk down. They can only get through a limited variety of DR, otherwise they need a high damage output to punch through it brute force style. To do that, they need high strength, which if they are keeping wisdom and Dex high for AC gets to be an issue.

Versatility is only a positive when it can be used. Otherwise it just dillutes things.


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Wraithstrike, you are correct that I haven't read all the monk threads, so I probably shouldn't have blindly waded into this discussion. I was perusing the threads for a completely different reason, and this caught my eye because my buddy that plays a monk gets bummed when he hears people talk about what a stupid/underpowered class it it. I couldn't resist jumping in because, as someone sitting at the table, I know that he's a valuable member of our party.

I don't have time right now to build a level 5 and 13 character to put through your simulation, but I maintain that a monk is often extremely useful. Monk is one of the only classes that doesn't have a negating counterpart. Fighters tend to be weak to mind-affecting spells and touch attacks. Spellcasters are food for a fighter with step up and strike plus shatterspell (like my dwarf). There really isn't an enemy type that can completely circumvent a monk like that. They're always in the fight, and they always have a way to do damage.

I don't see the bypassing DR issue, but that could be because I'm relatively new, and haven't played a character past level 9 yet. I figured that the unarmed attacks counting as magical would do a lot for this. Plus, you can put enchantments on your monk weapons, and then facultatively choose which to use as part of flurry of blows. I do think folks on this thread downplay the value of the monk's movement abilities. Not just fast, but also able to jump high and use high acrobatics. Sometimes we get caught in a clogged area, and the monk (by virtue of his acrobatics) is the only one that can create flanking possibilities for our rogue by moving through threatened or occupied squares.

I do agree however, that since the monk is meant to be more versatile (and I still stand by this), they could benefit from some more skill ranks and perhaps get Tongue of the Sun and Moon at an earlier level.


master arminas wrote:
Krigare wrote:
@MA: Look at duration. 1 ki point for 1 minute. 10 rounds. So in your example there, for the monk can spend 2 ki and get the enhancement bonus for longer than the barbarian can rage. All in all, doing something like this doesn't provide any justification for increasing a monks ki pool.

This proposed ability isn't the ONLY thing a monk is going to be spending ki on. In fact, a monk probably needs to spend 1 ki (at a minimum) each round of combat . . . just like a barbarian spends rage, or a bard spends performance.

But he cannot, because the designers simply gave him TOO SMALL A KI POOL. Out of the Core Rulebook Classes, the monk's duration when using his special ability (ki pool) is the shortest of any class. Until you get to ethereal body (at 19th level), every single use lasts for one round or less. So that monk is going to spending ki just to stay in the ballgame with other more martial classes . . . if you put any further abilities that depend on that pool into play, you need to expand it at least somewhat. I am not arguing for 4 ki + Wisdom bonus at 1st level, plus 2 ki each monk level gained thereafter (which would put it on par with Barbarian Rage and Bardic Performance), but instead going from 1/2 level + Wisdom to level + Wisdom.

A small boost, but one that is desperately needed.

MA

Eh, MA, here is where we have a difference of opinion. I think if the monks to hit and DR penetration issues get fixed, there won't be a need to burn ki every round. Now, it is entirely possible I'm wrong, but there are magic items that help with ki, and for builds that need more ki, I think reworked monk vows (you know, like functional ones) would solve the issue. But, as I said, it is an opinion, based off my experience and belief that any adjustments that need to be made need to be incremental and in stages.


Borthos Brewhammer wrote:
MA, I don't see monks using that much ki in fights.

Wow, really? My monk uses the ki point for an extra attack whenever he can afford it!


RhesusPieces wrote:
Wraithstrike, you are correct that I haven't read all the monk threads, so I probably shouldn't have blindly waded into this discussion. I was perusing the threads for a completely different reason, and this caught my eye because my buddy that plays a monk gets bummed when he hears people talk about what a stupid/underpowered class it it. I couldn't resist jumping in because, as someone sitting at the table, I know that he's a valuable member of our party.

As a note...most of the folks in these threads like me, MA, Dabbler, Ciretose, Wraith strike etc al don't think the monk is a stupid class. We just want to see it brought up to the level of functioning as the other classes.

But you do touch on part of the issue. With his skill ranks, mostly offensive oriented abilities etc, the default assumption is the monk is supposed to be a combat character. If he isn't, then...well...then he just really is a mess.


hogarth wrote:
Borthos Brewhammer wrote:
MA, I don't see monks using that much ki in fights.
Wow, really? My monk uses the ki point for an extra attack whenever he can afford it!

Yeah, but in a group of 5, combat tends to end quickly with my group. Maybe 1-2 ki per fight.


RhesusPieces wrote:


I don't have time right now to build a level 5 and 13 character to put through your simulation, but I maintain that a monk is often extremely useful.

Fair enough, just remember that others have said the same thing.

If you do get the time:

Quote:


Level 13: No multiclassing

WBL:140,000 gp, with no more than 33%(46,200) of your wealth going to any one item.

Point Buy: 20 points

Books allowed: CRB, APG, UC, UM.

If you want to be brave you can do CRB only. Now those of use that don't care for the core monk do admit that some of the archetypes are nice such as the zen archer. The Qinggong Monk, gets some credit. The master of many styles is not bad either.

We are adamant that the core monk needs work. however

Quote:


Monk is one of the only classes that doesn't have a negating counterpart. Fighters tend to be weak to mind-affecting spells and touch attacks. Spellcasters are food for a fighter with step up and strike plus shatterspell (like my dwarf). There really isn't an enemy type that can completely circumvent a monk like that. They're always in the fight, and they always have a way to do damage.

The idea that fighters are weak against will saves, and casters are weak against fort saves is a myth. People tend to build that way, but that is a people problem, not a class problem.

As for monks doing damage then tend to do decent damage and have a lower AC or have have a higher, and be at the bottom of the totem pole for when the enemy chooses who to attack, and combat maneuvers start to fall hard around level 10 if monsters are being used instead of humanoids.

Quote:


I don't see the bypassing DR issue, but that could be because I'm relatively new, and haven't played a character past level 9 yet. I figured that the unarmed attacks counting as magical would do a lot for this. Plus, you can put enchantments on your monk weapons, and then facultatively choose which to use as part of flurry of blows. I do think folks on this thread downplay the value of the monk's movement abilities. Not just fast, but also able to jump high and use high acrobatics. Sometimes we get caught in a clogged area, and the monk (by virtue of his acrobatics) is the only one that can create flanking possibilities for our rogue by moving through threatened or occupied squares.

If you are spending money on weapons then you are not spending money on umarmed strikes. Strangely enough monks actually do better with weapons, but myself and other people want to use them so we be awesome with unarmed strikes.

Moving fast is not all that great. Most classes have spells or they can get potions that work. Anything faster than 40 is normally not needed. A caster can just use a battle control spell, to stop a fleeing enemy, and many classes get access to fly by level 10 if they really want it.

Jumping high is ok, but most climb checks are not that hard, and once again there is flight and levitation.

At level 10 once again monsters have high CMD's and acrobatics becomes hard to use.

As for that flank statement mobility gives a +4 to AC when you provoke in that manner so a fighter or paladin with good AC is not likey to be hit anyway. Even if he is hit his movement does not stop.

I do agree however, that since the monk is meant to be more versatile (and I still stand by this), they could benefit from some more skill ranks and perhaps get Tongue of the Sun and Moon at an earlier level.

Going back to the DR issue many DR's are material based, and/or alignment based. The monk is very limited in which ones he can bypass, and he has to buy weapons for the others. Once again that is money not going to helping him use unarmed strikes.

The monk is not really versative though. Yeah he has a lot of tricks, but they are mostly circumstansial and don't work well together.


Borthos Brewhammer wrote:
hogarth wrote:
Borthos Brewhammer wrote:
MA, I don't see monks using that much ki in fights.
Wow, really? My monk uses the ki point for an extra attack whenever he can afford it!
Yeah, but in a group of 5, combat tends to end quickly with my group. Maybe 1-2 ki per fight.

That sounds about right. I forgot that my monk (a) doesn't have a very high Wis (but lots of Str!) and (b) isn't a pure monk (since he has levels in Dragon Disciple), so he's relatively ki-poor.

RPG Superstar 2008 Top 32

I removed a post.


Getting back to the original question though I like ciretose's general idea. Flurry is supposed to be TWF with unarmed strike so the fair cost for enhancement is 2x that of a regular weapon. Yes, it means that the monk gets his +1, +2, etc a little later because he has to save up a bit but it's still better than the AoMF. I'm less fond of plans that rely on ki or whatnot to give enhancement because I think weapons are supposed to be a rather large WBL sink.

GReally I'd rather see the unarmed strike enhancement come in item form (so it could drop in dungeons and whatnot) but I guess if the worry is somehow obseleting the AoMF then enchanting the monk himself does the trick. I'd written exactly that into my own proposed fix but it still doesn't feel right.

Liberty's Edge

Horbagh wrote:

Getting back to the original question though I like ciretose's general idea. Flurry is supposed to be TWF with unarmed strike so the fair cost for enhancement is 2x that of a regular weapon. Yes, it means that the monk gets his +1, +2, etc a little later because he has to save up a bit but it's still better than the AoMF. I'm less fond of plans that rely on ki or whatnot to give enhancement because I think weapons are supposed to be a rather large WBL sink.

GReally I'd rather see the unarmed strike enhancement come in item form (so it could drop in dungeons and whatnot) but I guess if the worry is somehow obseleting the AoMF then enchanting the monk himself does the trick. I'd written exactly that into my own proposed fix but it still doesn't feel right.

Thanks.


That's why I think a ki based solution works better Horbagh. It feels more thematic and flavorful for the monk.


Would it be broken to allow enchanting at TWF rates? Of course not. Long and short bows allow TWF projectile counts from levels 3-15 for a full BAB human non-fighter and the monk's increasing damage dice are peanuts compared to a cavalier's challenge. If a monk enchanting all of his unarmed strikes even as a single weapon is broken then the luring cavalier is an abomination against class balance the likes of which have not been seen since the 3.5 polymorph rules.

Liberty's Edge

Krigare wrote:
That's why I think a ki based solution works better Horbagh. It feels more thematic and flavorful for the monk.

The problem is a ki based solution adds complexity that isn't required.

We have lots of testing of how TWF at this price point works. Ki is already scarce, adding another consumer isn't going to fix the issue.

The monk is a living weapon. Currently monk unarmed strikes are magic, lawful and even adamantine. This is just the next logical progression.


Krigare wrote:
That's why I think a ki based solution works better Horbagh. It feels more thematic and flavorful for the monk.

Yeah, but that's like handing out 10s of thousands of gold to every monk in existence. Actually, wait. Maybe I'm OK with that.

But really, I think the best solution is proper itemization. We'll make an armor slot item called the "Attire of Monastic Fighting" (AoMF for short) that costs 2x what a weapon enchantment costs except it applies all it's bonuses to the wearer's unarmed strikes. It explicitly doesn't work on natural attacks. Oh. And we'll write into the flavor text that bad guy NPCs tend to carry them around a lot for no particular reason.

Silver Crusade

Rolling with Revan's suggestions from way back:

I'd go one step further and include some means for the mnnk to perform the enhancement himself, through an equivalent cost in incense, books/scrolls of martial/ascetic wisdom, and so forth to be used in enhancing rituals.

That way, when the monk is punching and kicking with fists and legs awash with holy flame, it's because of something the monk did through his own enlightenment rather than having to thank a wizard for being so awesome.

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