
Cheapy |
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Hey all,
In an attempt to lower the noise to signal ratio, I’ve created this thread to hopefully contain the majority of the discussion on the effects of the introduction of the brawler class on the monk.
So, what are your thoughts on the Brawler versus the Monk? Does the brawler obsolete the monk? Will the people who enjoy the smack-yo-face aspects of the monk migrate to the brawler, leaving the fans of the monk’s mysticism behind?
Stay civil. We're all trying to make the game better.

Scavion |

Mechanically the Brawler is better class. Except for people who want the mystic flavor for a few niche concepts/builds. I actually feel like it does a.lot of that to the fighter as well but leaves a few more viable concepts than the monk.
Monk Archetypes are still make the class solid and get a few nicer things than the Brawler does at high levels.
Not sure how it affects the fighter. I think we'll see a Martial Maneuvers archetype for the fighter soon.

Mechalibur |

Eh... monks still seems fine to me. They want to be full attacking anyway, so I'm not sure how big of a deal full BAB is (monks get that during a flurry). With their Ki pool, monks can also get an extra attack or 4AC, or other bonuses based on their feats - I feel like that's a really big bonus that isn't always considered when comparing the monk to other classes.
Brawlers also have low will saves... This is huge. It also makes monk a much more appealing dip (I recently dipped monk for my magus kensai; int and wis to AC, a nice save bonus, and deflect arrows), and a class with more staying power later on. As someone who's played many frontline fighters at various levels, high will saves are not to be underestimated. DPR calculations are all well and good, but it doesn't matter much when you're out the first round from Dominate Monster. Monks also have some really nice archetype support with the Qinggong Monk, Monk of Many Styles, Martial Artist, Zen Archer, Sensei, and other awesome ones.
One nice thing the brawler has, however, is armor proficiency and the AC bonus. Even though monks get wisdom, this will probably result in more AC for the brawler in the long run, and focus their stats more.
Overall, no, I don't think the monk has been obsoleted, but then again, I always thought it's been a perfectly fine class. It's my favorite class, and I've never had issues with their relative power.

RJGrady |
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It's not what I expected... kind of in a good way. Sure, the Brawler doesn't have the ki pool and other esoteric powers, but they can still punch things with Brawler Strikes as though their fists were magical, adamantine weapons. So, basically, this is a full BAB monk variant that dispenses with self-healing and some unusual defenses. The way they can configure their bonus feats is interesting... but not exactly cutting-edge at this point, as Fantasy Craft did the same thing years ago and a similar mechanic appears in my monk rewrite. It's still good.
I see this replacing the monk at many tables, not because it's overwhelmingly better, but because it's considerably easier, and closer to the image of the monk most people have in the first place. With light armor and full BAB, it's a much better Shao-lin fighter or Street Fighter.
The way they gain bonus feats is vague. Can they use Critical Focus, with melee weapons? What about Point Blank Shot, which works with some melee weapons (eg. shortspear) but is used to make ranged attacks? What about Weapon Focus? It would be nice if we at least got a list for the Core Rulebook, as a basis for making the call for other feats.
A pet peeve of mine: all their abilities focus on and enhance melee attacks. This character is even more likely to be sidelined in the wrong encounter than a fighter or barbarian.

Rogue Eidolon |
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I was pleasantly surprised with the brawler. I don't think it obsoletes the monk. Offensively, it doesn't blow the monk away, for one thing. I think that's excellent. Brawler has deliciously cool things in it that are different, and I can see myself wanting to play both brawlers and monks depending on the concept. That's good game design.

vuron |

Brawler is a mechanically simpler martial artist without a bunch of abilities that tend to work against each other in undesirable ways and probably better matches the idea of a brutal unarmed buttkicker.
Instead of being skirmisher whose best ability depends on staying still this is a much more straight forward pugilist that I could actually see suggesting to players who want that sort of character I generally can't ever suggest the monk in good conscience.
Honestly I could see giving it some boosts to HD and/or movement and it would still be well within the sweet spot.
If anything I think an opportunity was missed in not pairing up the monk and the barbarian because rage + unarmed fighting would be pretty cool and probably significantly less fiddly than fighter + monk

anarchitect |
OK, so maybe the single class monk is dead, but as long as the silly rule that you can't multiclass with one of your merged classes stands, the Monk still has a place.
There's interesting things you can do with a fighter with one or two levels in monk, build-wise. It's basically trading your fighter capstone, a hit point, and 1 point of BAB, for improved unarmed combat, stunning fist, a damage boost to your unarmed damage, a bonus feat, +2 to all saves, and some backup AC and flurry if you're ever caught unarmed and unarmored. That's a pretty good 1 level dip. It gets better if you archetype.
If you could dip brawler as a fighter, you could get a floating bonus feat, improved unarmed strike and damage, and +2 to 2 saves. You don't get flurry, Wis to AC, a bonus to Will saves, or stunning fist, but you also don't lose any HP or BAB. For some builds, you'd want monk, for others, brawler. But you can't dip brawler at all, so it's moot.
Not to say that reducing the monk to a one or two level dip for martial characters looking to round out their options is great. But I can say that none of the character concepts I have that revolve around the monk are getting replaced by the brawler.

Darth Grall |

I don't think it completely replaces the Monk, loads of archetypes do certain things better:
-Zen archer best for ranged
-Martial artist I still think is better in straight melee(full AB with flurry and a cool DR mitigation mechanic) and is more useful in multiclass builds(barbarian monks ftw)
-Master of Many styles for early style feat entry. The Monk due to his weird nature I think doesn't loose much from the Brawler aside from
-Sohei Horse monks.
-Loads of other Monk Archetypes capture the Mysticism.
I'll be building out one tomorrow afternoon to see how it plays though, cause it looks like an all around better grappler(True full BAB) and more versatile martial combatant. I am generally pleased.

wraithstrike |
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I don't think it completely replaces the Monk, loads of archetypes do certain things better:
-Zen archer best for ranged
-Martial artist I still think is better in straight melee(full AB with flurry and a cool DR mitigation mechanic) and is more useful in multiclass builds(barbarian monks ftw)
-Master of Many styles for early style feat entry. The Monk due to his weird nature I think doesn't loose much from the Brawler aside from
-Sohei Horse monks.
-Loads of other Monk Archetypes capture the Mysticism.I'll be building out one tomorrow afternoon to see how it plays though, cause it looks like an all around better grappler(True full BAB) and more versatile martial combatant. I am generally pleased.
But you needed to list several archetypes with specialization to even compete with the brawler. I still think it can outdamage the martial artist monk. Even a fighter can match it for damage, and I would like to think the brawler can out damage an unarmed fighter.
Just to be clear the fighter was using TWF, but with a cestus instead of unarmed attacks.
I will be making one also when I get time.. :)

David_Bross |
Anyone who thinks the brawler is better than the monk really hasn't seen a well played monk. couple of notes
1) If you're going to spend a standard action on getting feats to make combat maneuvers, as a qinggong monk you could spend 1 ki to get a true strike, virtually guaranteeing a maneuver to succeed.
2) The tetori monk is the best grappler in the game because he can grapple virtually anything, the brawler gains no special ability to grapple beyond an improved base CMB/CMD.
Really the brawlers main competition is going to be the martial artist monk, as they are both non-mystics.
1) Both can use monk weapons, but the brawler can do so with a full BAB, and more bonus feats
2) Both have uses for swift actions (eventually), but the martial artist has a better use, that they have immediately.
They're both fairly competitive, with the brawler being better at combat maneuvers, and the martial artist being better at straight unarmed damage.
I really agree with Rogue Eidolons comments above about Brawlers and Monks both having a place in Pathfinder, which is excellent design.
I'd like to see progression on actions be move, swift, free [as opposed to standard, move, swift]with the duration lasting a number of rounds equal to half the class level of the brawler, as action economy would dictate a full ban not taking the time to pick up a new feat(s).

Neo2151 |
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I think the Brawler Fighter archetype is dead. I think the Martial Artist Monk archetype is dead. And I think the Core Monk is dead.
But unlike the Rogue's new situation, I think other Monk archetypes still offer rewarding (and useful) play-styles. So while the Rogue is totally dead, the Monk still hangs on by a thread.

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I don't believe the brawler completely replaces the monk in any sense. In fact, I think the brawler is mechanically irrelevant. A base monk, let alone one with archetypes does pretty much everything a brawler does, plus a bunch of other things.
The complete list of a brawler's abilities are as follows:
Light Armor
d10 HD
4+ INT skills
Full BAB
G/G/B Saves
Unarmed Strike/Unarmed Damage
Martial Maneuvers
Bonus feat x7
Brawler's Flurry
Maneuver Training
AC Bonus
Brawler Strike (Magic,cold iron, silver, alignment, adamantine)
Knockout
Awesome Blow.
Monk Equivelent's:
Light Armor Prof. ---> Monk's can't wear light armor, but they can get mage armor cast on them or enchant a shirt with enchantment bonuses to AC and still apply their wisdom bonus to AC. I believe this nets you more AC than light Armor Prof. does and than some.
D10 ----> d8 brawler has an advantage here.
Skill points and class skills are largely the same.
Full BAB ---> Monk's have this while making a flurry, when moving on a monk it is probably best to make a single combat maneuver which they also have a full BAB for via monk combat maneuvers. So the main benefit of full bab here is just to qualify for feats.
G/G/B Saves ----> Monk's have G/G/G which is strictly better.
Unarmed Strike/Damage ----> Monk's have the same ability.
Martial Maneuvers ----> Monk does not have an equivelant.
Bonus Feats x7 -----> Monk has 6 bonus feats so the brawler nets 1.
Brawler's Flurry ----> Flurry of blows does this already.
Maneuver Training -----> Monk does not have this.
AC Bonus ----> Monk's have this but at a higher value.
Brawler Strike ----> Monk has this via Ki Strike except that he can't get good/evil aligned weapons. (Most monk's at this level will have holy amulet of mighty fists to deal with that, and add damage)
Knockout ---> Similar to Quivering Palm
Awesome Blow ---> 20th level ability so I am calling this even with Perfect Body since it largely won't get play time.
So to recap,Brawlers gain the following abiltiies that monk doesn't have something equivalant to:
Martial Maneuvers
1 HP a level on average.
Maneuver Training
One bonus feat
Brawler Strike (Good or Evil)
That is it folks. Sounds pretty good, until you look at what abilities the monk has that the brawler doesn't have as follows:
Good will saves (Makes up for d10 imo)
Ki Pool and abilities (Makes up for maneuver training easily)
Stunning Fist (Fixes that bonus feat problem)
Now the rest of this stuff the monk has to simply make up for the brawlers full BAB (which as I pointed out earlier is only useful for getting feats sooner), and anything that I may have missed. That list is as follows:
Evasion
Fast Movement + 60 feet
Still Mind
Slow fall any distance
High Jump
Purity of Body
Wholeness of Body
Improved Evasion
Diamond Body
Abundant Step
Diamond Soul
Timeless body
Tongue of the sun and moon
Empty body
So in conclusion, even just base monk (not including archetypes) is straight up more optimal than the brawler. (Which is saying something)
If I missed anything that is redeeming for the brawler please ask yourself one question before going on about how awesome it is. Is it better than the bolded list of abilities above that gives the monk almost all of its survivability (even if minimal)? I would be surprised, but I would be interested in criticisms to my analysis.

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I don't think core Monk is dead. I consider it, it's own archetype. Functional, just not optimal. The AC bonus Brawlers get is much slower, light armor or no. Some of the unique resistances a Monk get still are hard to beat. I dunno. Brawler is powerful, but lacks the Martial Artist's ability to punch through DR and resistances.
The d10 for HPs though. That's BIG. Really big.

Neo2151 |

Resistances don't help the party. This is why I feel (along with others) that the Core Monk is dead.
There are Monk archetypes that contribute effectively, and the Brawler contributes effectively, but the only thing the core Monk does is survive. That's simply not enough for what this game throws at a party.

wraithstrike |

Anyone who thinks the brawler is better than the monk really hasn't seen a well played monk. couple of notes
1) If you're going to spend a standard action on getting feats to make combat maneuvers, as a qinggong monk you could spend 1 ki to get a true strike, virtually guaranteeing a maneuver to succeed.
2) The tetori monk is the best grappler in the game because he can grapple virtually anything, the brawler gains no special ability to grapple beyond an improved base CMB/CMD.
Really the brawlers main competition is going to be the martial artist monk, as they are both non-mystics.
1) Both can use monk weapons, but the brawler can do so with a full BAB, and more bonus feats
2) Both have uses for swift actions (eventually), but the martial artist has a better use, that they have immediately.
They're both fairly competitive, with the brawler being better at combat maneuvers, and the martial artist being better at straight unarmed damage.I really agree with Rogue Eidolons comments above about Brawlers and Monks both having a place in Pathfinder, which is excellent design.
I'd like to see progression on actions be move, swift, free [as opposed to standard, move, swift]with the duration lasting a number of rounds equal to half the class level of the brawler, as action economy would dictate a full ban not taking the time to pick up a new feat(s).
You compared several monk archetypes to a class with no archetypes yet.Of course the monk will come out ahead. Since the brawler is more focused on hurting people, then I expect that the final version will be better at that, even though I expect to monk to retain its better defenses.

wraithstrike |

What does the brawler do that the core monk doesn't do? As I outlined above, as far as I can tell the core monk has everything covered that the brawler can do and has all the resistances on top of that.
When you you dont combine every archetype because it is not rules legal the brawler will be better at DPR or Maneuvers while using unarmed combat. That is basically what many wanted anyway. Most monk builds are either good at offense or defense, and to make that not true you need an archetype and several books. That means high system mastery. If this playtest goes well the brawler will be self contained class.

Lornis |

I'm used to play monk a lot, and it always be my favorite class. The Brawler doesn't seem to me to be overpowered or to replace the monk. It's just a monk focus on doing dommage, but less effective to be a tank or a murder/grappler. I'll play both now :)
For the AC armor don't forget the bracelet of Armor for the monk, or Monk of the Sacred Mountain. Tank always has been for me the best tank in te game. (High save, monstrer control with grapple or trip, very good AC, etc...)

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I don't see how reliably hitting targets comes into play here, they have the same BAB during a full attack action.
While I agree that the brawler will be better at combat maneuvers on a non full attack, the lose of ki has cut down the number of maneuvers you can make on a full attack by 1 which basically balances out any gains the brawler had. The DPR while likely higher, won't be drastically so. No where near enough to warrant having a substantially lower will save (Bad will and doesn't need wisdom), and the lose of basically all of the monk's mobility and defenses. A locked down/kited/debuffed or dead brawler isn't going to do anyone much good.

Wiggz |

Hey all,
In an attempt to lower the noise to signal ratio, I’ve created this thread to hopefully contain the majority of the discussion on the effects of the introduction of the brawler class on the monk.
So, what are your thoughts on the Brawler versus the Monk? Does the brawler obsolete the monk? Will the people who enjoy the smack-yo-face aspects of the monk migrate to the brawler, leaving the fans of the monk’s mysticism behind?
Stay civil. We're all trying to make the game better.
I have two variants of the same character in my archives - a goblin and a human version of a 2nd level Master of Many Styles/15th level Brawler with the remaining three levels being open to Rogue, Brawler or Wizard if they are every reached. Its one of my favorite builds... so for me the short answer is a hybrid is better than the sum of its parts.

Neo2151 |
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I don't see how reliably hitting targets comes into play here, they have the same BAB during a full attack action.
•A Monk must deal with Flurry penalties. The Brawler can choose whether they want to use Brawler's Flurry or not. -2 for the Monk
When making a Standard Action Attack, the Monk suddenly becomes at a serious disadvantage. -1 to -5 for the Monk, depending on level.•The Brawler has no reason to invest hard into a Wisdom score like the Monk does, leaving more points for Strength and/or Dex, which translates into a higher attack bonus.
•The Brawler can wear light armor, and can therefore use the Brawling enchantment, getting an additional +2 to hit and damage that a Monk cannot gain.
•The Brawler is working off a full BAB for Combat Maneuvers, compared to the Monk's 3/4 BAB, not to mention Maneuver Training granting an additional +1 to +5 over what the Monk can do.
There is so much more that goes into hitting things than just looking at the attack chart's numbers, my friend.

Calybos1 |
I look at in terms of switching from one of the base classes: for a fighter to switch to Brawler would clearly be a sacrifice, giving up a lot of important class features and options.
But for a monk to switch to Brawler--would that be a clear-cut upgrade? Maybe so; I'm not seeing much of a downside from a monk's perspective.

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Base book monks were replaced by their Ultimate Combat representatives sometime ago.
Brawler doesn't really replace... anything. It's a decent hitting damage dealer, but the non-base book monks do everything mechanically better. They're still nowhere close to Manuever Masters for doing manuevers, their damage is only nominally better, and the loss of "real" feats for the ability to temporarily add feats a few times a day just don't add up.
They get to use Brawler armor without giving up some AC bonus, which is nice. And they hit harder (and more often) than the average monk, which is nice too (but this is not true when compared to a fighter with a weapon).
Overall I'd say brawlers are better than the Unarmed Fighter archtype, and that's about the extent. Lore Wardens and Manuever Masters will still be the go-to CMB machines, Fighters the damage machines.

Calybos1 |
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Gorbacz wrote:Some people just are never content unless they're complaining.Some people, 2009: Monk can't hit anything! We don't care for supernatural crap! It's terrbiad!
The same people, 2013: Brawler doesn't have supernatural crap! Brawler can hit something! It's terribad!
Yeah, isn't that the worst? I hate when people do that!

VargrBoartusk |

Heres a few notes in no particular order.
1: The brawler can also make more effective use of the vital strike chain then the monk could.. Not to mention that if you play point buy, which is in fact what the game is balanced for, being able to largely focus on two stats rather than three or four gives you a huge boost.
2: Leave archetypes out of the comparison since one class has no access to them yet. Its kind of like saying that a ranger will always be better at casting spells then a fighter. You are in fact correct, until a spelless ranger comes along and you're not.
3: The feat swap ability scales in power with the amount of splatbooks released and looks to have staggering combination of versatility without giving up focus.. I in particular like the seeming ability to gain full style feat chains as a move action for both rules and flavor. In D&D versatility vs focus matches as a general rule focus wins.
4: I #$%@ing hate Diamond soul as its often as harmful as helpful.
5: I belive that the brawler does not lose access to his abilities in heavy armor despite only starting with light
6: Tanks are... awkward in tabletop games.. this is not a MMO ot DOTA style game where there is mob aggro and maneuvering is not as freeform so the use of a tank is more dependant on your gm then nearly any other party role.

Humphrey Boggard |

Heres a few notes in no particular order.
5: I belive that the brawler does not lose access to his abilities in heavy armor despite only starting with light.
As it's written now only the AC Bonus ability doesn't work with medium/heavy armor or while carrying a shield.
I'm thinking that starting with a level of barbarian and going brawler for the rest might be an interesting way to go (at later levels you could get a mithral breastplate and get the benefit of the AC bonus after all). Alternatively, you could pick up a level or two of a martial class with heavy armor proficiency (Sword Saint Samurai Order of the Ronin?) and drastically reduce your need for DEX.

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A monk does not have to make a flurry, he can full attack just fine but that would never be to his advantage since the extra attacks make up for the minus 2. The monk makes more attacks on a full attack than the brawler as well (with the use of ki, equal otherwise).
When making a standard attack, both the monk and the brawler would most likely opt for a combat maneuver making this point fairly moot. If not, yes the brawler has a a slightly better attack modifier but the monk has stunning fist which gets the job done of locking a target down to full attack later. Since well, full attacks are the name of the game for pathfinder melee characters.
Sure Monk is dependent on wisdom and brawler is not.
Monk can use the brawling enchantment just fine, stick it on a piece of clothing (if that still works in Pathfinder) or alternativlely on bracers of armor if the clothing bit doesn't work. In addition, a monk's wisdom bonus and slightly higher AC ability will equate to the monk having a higher AC than the brawler most likely.
Monk's use Full BAB for combat maneuvers as well, via their maneuver training (different from brawler's)
As per the tank critisism, I'm not advocating anyone be tank. Just surviving in melee and manueverability are a large part of being a melee character and something that the monk has in spades over the brawler.
All this being said, I don't believe either to be a particularly good class. Just the brawler turned out to be exceptionally bad in my opinion.

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A monk does not have to make a flurry, he can full attack just fine but that would never be to his advantage since the extra attacks make up for the minus 2. The monk makes more attacks on a full attack than the brawler as well (with the use of ki, equal otherwise).
I'm pretty sure the intention is for the brawler to also take the -2.
When making a standard attack, both the monk and the brawler would most likely opt for a combat maneuver making this point fairly moot. If not, yes the brawler has a a slightly better attack modifier but the monk has stunning fist which gets the job done of locking a target down to full attack later. Since well, full attacks are the name of the game for pathfinder melee characters.
Combat Maneuvers are garbage unless you specialize and the +1/2/3 the brawler gets isn't enough to make a difference.
And stunning fist is worthless. The DC is so low it might as well not exist except at low levels, and the monk's 3/4 BAB and much lower strength due to needing wisdom as well as strength means you aren't likely to hit with that attack.
Sure Monk is dependent on wisdom and brawler is not.
That's not a trivial point to just brush off - reducing stat dependency is a huge bump in overall power level. It's the most important factor in how good a class is.
Monk can use the brawling enchantment just fine, stick it on a piece of clothing (if that still works in Pathfinder) or alternativlely on bracers of armor if the clothing bit doesn't work.
Neither of those things work. You can't put armor enchantments on clothing and the brawling enchantment is specifically disallowed from bracers of armor(because it has to be on light armor - this was a specific ruling)
In addition, a monk's wisdom bonus and slightly higher AC ability will equate to the monk having a higher AC than the brawler most likely.
Trivial. And bracers of armor become a big chunk of investment, very quickly.
Considering only class abilities and armor,
Monk:
18 Wis with +4 headband = 22 (+6)
Level 10 = +2
+4 bracers = +4
--
22 AC for 32000 gold
Brawler:
Level 10 = +2
+4 chain shirt = +8
--
20 AC for 16300 gold
well that's not fair, actually. It really looks more like this:
Brawler:
+5 Full Plate = +14
+2 Heavy Steel Shield = +4
--
28 AC for ~31000 gold(This costs 2 feats but I have feats to burn)
or if you don't feel like giving up your movement speed:
Brawler:
+5 chain shirt = +9
+2 Heavy Steel Shield = +4
--
23 AC for ~30000 gold (only one feat this time, although you could get another +2 by going tower shield and getting the feats that reduce the penalty)
All that *and* my offense is better because I didn't have to give up strength to put into wisdom.
Here's level 20 by the way:
Monk:
Level 20 = +5
+8 Bracers = +8
18 Wisdom with +6 headband = +7
--
30 AC for 100,000 gold
Brawler:
Level 20 = +4
+5 Chain Shirt = +9
--
23 AC for 25,000 gold
Brawler:
+5 Full Plate = +14
+5 Heavy Steel Shield = +7
--
31 AC for ~52,000 gold
Brawler:
+5 Chain Shirt = +9
+5 Heavy Steel Shield = +7
--
26 for ~50,000 gold
All of the monk stuff sounds good on paper but the numbers are too low for it to actually work like that.
Monk's use Full BAB for combat maneuvers as well, via their maneuver training (different from brawler's)
People are ignoring the actual issue here. Combat maneuvers aren't very good unless you specialize, but a well built monk gets a ludicrously high CMD because everything he has adds to it.
As per the tank critisism, I'm not advocating anyone be tank. Just surviving in melee and manueverability are a large part of being a melee character and something that the monk has in spades over the brawler.
All this being said, I don't believe either to be a particularly good class. Just the brawler turned out to be exceptionally bad in my opinion.
The biggest weakness in brawler is that it doesn't qualify for Fighter bonus feats and has no way to do so.

thejeff |
Some people, 2009: Monk can't hit anything! We don't care for supernatural crap! It's terrbiad!
The same people, 2013: Brawler doesn't have supernatural crap! Brawler can hit something! It's terribad!
Are you sure it's the same people?
I'd be more in the 2009:"Monk can't hit anything. I like the supernatural flavor stuff, but it doesn't synergize well enough to make up for the lack of actual combat ability."2013: "The brawler can hit something, but it doesn't have the flavor I liked. Now they'll really never make the monk work."

LoneKnave |
Combat Maneuvers are garbage unless you specialize and the +1/2/3 the brawler gets isn't enough to make a difference.
Except the brawler doesn't have to. He can just decide before combat "oh jolly, we are fighting humanoids, let me pick up the appropriate featline!"
Also, you know what you also forgot? AoOs. Brawler is going to do it 1-5 BAB better. Vicious stomp? Yes please!

Mystically Inclined |

Some people, 2009: Monk can't hit anything! We don't care for supernatural crap! It's terribad!
The same people, 2013: Brawler doesn't have supernatural crap! Brawler can hit something! It's terribad!
This is pretty much my reaction to some of the response. I think the Brawler and the Monk both have their places, especially since folks who are interested in the class with the highest melee damage potential are off playing Barbarians (or whatever). People who want to play unarmed fighters now have yet another way to achieve it, and that's good.
What I'm not getting is the people who are implying how awful it is that the Monk has been 'replaced.' Haven't people been griping for YEARS how underpowered the Monk is? So if I made an unarmed fighting class that vastly improved the Monk's weaknesses, would people complain because the class wasn't called Monk? I'm not trying to play a Monk just so that I can call myself a Monk. I'm trying to play a Monk because I wanted to play an unarmed fighter, or an asian style mystic, or otherwise because the Monk class offered the best mechanics to support my character concept. Now another set of mechanics has come out that offers a different set of options... and this is bad?

AndIMustMask |

the inclusion of the brawler doesn't suddenly alleviate the problems that still plague the monk--it's merely drawn attention away from them.
the monk still has abilities that dont' work together (mobile, but has to stand still to actually hit stuff), still sufers form terrible hit-chance, is still too MAD to play without being mediocre at everything, and has far too many things that seem helpful but only serve to taunt it (bodywraps of mighty strikes, brawling armor enchant being SPECIFICALLY BARRED from monks--provided they want to use their class abilities anyway), and still has the zen archer and tetori for people to hide behind and say "what? no. the monk totally works, just look at these!"

thejeff |
What I'm not getting is the people who are implying how awful it is that the Monk has been 'replaced.' Haven't people been griping for YEARS how underpowered the Monk is? So if I made an unarmed fighting class that vastly improved the Monk's weaknesses, would people complain because the class wasn't called Monk? I'm not trying to play a Monk just so that I can call myself a Monk. I'm trying to play a Monk because I wanted to play an unarmed fighter, or an asian style mystic, or otherwise because the Monk class offered the best mechanics to support my character concept. Now another set of mechanics has come out that offers a different set of options... and this is bad?
Because some of us were attracted to the actual Monk package: unarmed combat + asian style mystic, but felt that the mechanics didn't actually come together.
Now we apparently have a functionally unarmed combat class, but lose the cool powers. So, no. It doesn't scratch the monk itch. And it's not just that it's not called Monk.
And it confirms they're not going to do anything about the core monk. (Or at least makes it even less likely.)

redliska |

The brawler and monk when flurrying should have close to the same chance to hit if they both focus on attack. The bonus that brawling armor property will give the brawler and possibly greater weapon focus give the brawler a slight lead in static attack bonus. But the monk can get an extra attack by spending a ki point. I wouldn't mind seeing a comparison across some levels to see what's more valuable an extra attack or +3 to hit. I am to lazy to do it myself.

Threeshades |

An extra attack gives you the extra damage equal to the average damage of your first attack, which is depending on how many iteratives you have 50% to about 20%, while a +3 to hit adds a flat +15% damage to any attack mode.
That's a really rough estimate, but at low to mid i think the extra attack is better.

Quintessentially Me |

The brawler and monk when flurrying should have close to the same chance to hit if they both focus on attack. The bonus that brawling armor property will give the brawler and possibly greater weapon focus give the brawler a slight lead in static attack bonus. But the monk can get an extra attack by spending a ki point. I wouldn't mind seeing a comparison across some levels to see what's more valuable an extra attack or +3 to hit. I am to lazy to do it myself.
It seems somehow inappropriate to compare the brawler armor property (an always on bonus) to an ability which burns an extremely limited resource which is shared among several other abilities which may drain it as well.