
Yrtalien |

Yrtalien wrote:It is 0, -4, -8, -8. Each attack in flurry incurs the MAP penalty.For the sake of clarity...
If I FoBs then strike and strike without any stances is this what my MAP looks like...
+0, -4, -8, -8
Or is it...
+0, +0, -4, -8
Or is it...
+0, +0, -8, -8
Thanks in advance
Tyty

Duke Seth |

My DM's campaign sessions adopt this option below.
Flurry of blows
Ex.
If you act First Strike◆ as Flurry of Blows,
Useing agile: +MAX Attack Bonus/+MAX Attack Bonus
Useing No agile: +MAX Attack Bonus/+MAX Attack Bonus
If you act Second Strike◆ as Flurry of Blows,
Useing agile: +MAX Attack Bonus-4/+MAX Attack Bonus-4
Useing No agile: +MAX Attack Bonus-5/+MAX Attack Bonus-5
If you act Third Strike◆ as Flurry of Blows,
Useing agile: +MAX Attack Bonus-8/+MAX Attack Bonus-8
Useing No agile: +MAX Attack Bonus-10/+MAX Attack Bonus-10

Malk_Content |
3 people marked this as a favorite. |
My DM's campaign sessions adopt this option below.
Flurry of blows
Ex.
If you act First Strike◆ as Flurry of Blows,
Useing agile: +MAX Attack Bonus/+MAX Attack Bonus
Useing No agile: +MAX Attack Bonus/+MAX Attack BonusIf you act Second Strike◆ as Flurry of Blows,
Useing agile: +MAX Attack Bonus-4/+MAX Attack Bonus-4
Useing No agile: +MAX Attack Bonus-5/+MAX Attack Bonus-5If you act Third Strike◆ as Flurry of Blows,
Useing agile: +MAX Attack Bonus-8/+MAX Attack Bonus-8
Useing No agile: +MAX Attack Bonus-10/+MAX Attack Bonus-10
that isn't an "option" its homebrew.

lemeres |

Jared Walter 356 wrote:TytyYrtalien wrote:It is 0, -4, -8, -8. Each attack in flurry incurs the MAP penalty.For the sake of clarity...
If I FoBs then strike and strike without any stances is this what my MAP looks like...
+0, -4, -8, -8
Or is it...
+0, +0, -4, -8
Or is it...
+0, +0, -8, -8
Thanks in advance
Yeah, the value of attacks after a flurry are usually pretty low (especially for non agile styles which get 0/-5/-10/-10). For many players, they value the fact that a monk can get its attacks over with in the first action, and they can spend the rest on things like mobility.
The math of the latter attacks gets somewhat better if you go for a maneuver build with an agile attack. Once you do something like a trip, the routine effectively goes 0(maneuver)/-2/-6/-6. The latter attacks are only slightly worse than the second attack on a dragon stance build.
Of course, that sacrifices your first attack. But you use a trip build, then you can make up for that by reliably getting an AoO from stand still when the enemy tries to stand up. It also forces the enemy to waste an action, and they are pretty much crippled if you pull off a stunning fist as well.

nick1wasd |

In the playtest FoB was 2 actions, and it was -0;-0;-8, now it's just 1 action, so it became -0;-4;-8;-8 because 1 action -0;-0 is silly. They added a few features that proc if both attacks land, which is another aid from the playtest, so most things that only take 1 action that gives 2 attacks (Twin Fury, Hunting Shot, FoB, there's another one somewhere...) are at -0;-5, if it's 2 actions for 2 attacks plus a rider, that's generally -0;-0. Hope that helps clarify the other things that work like FoB but are just different enough to be confusing.

MaxAstro |
2 people marked this as a favorite. |

Yeah, FoB would be massively overpowered with no MAP increase; it's one of the single best action economy increases in the game, on a class that already has amazing action economy.
The monk in my Age of Ashes campaign will routinely run across half the map to get into flanking and still be able to make three attacks when she gets there - plus Stunning Fist on top of that.

lemeres |

Yeah, FoB would be massively overpowered with no MAP increase; it's one of the single best action economy increases in the game, on a class that already has amazing action economy.
The monk in my Age of Ashes campaign will routinely run across half the map to get into flanking and still be able to make three attacks when she gets there - plus Stunning Fist on top of that.
I think that sending spell casters would be a terrible idea if you had a lock down monk with those numbers.
They could zip over, grapple, and stunning fist with such reliability that mages would never get a proper turn.