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Subject: Monks: how balanced are they really?

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Skyscraper
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12/07/2006 8:14 AM  
Hi everyone,

I haven't played a monk in 3.5. I've barely had a few low-level monks battle my PCs in my campaign. Their low AC made it ridiculously easy to hit them, and their low bonuses to hit coupled to their low damage output made it harder for them to hit in return.

I'm wondering: is everyone of the opinion that they balance out as they gain levels? Or is there an impression that they remain slightly under-achievers?

In my case, i play a low-magic campaign, so bracers of defense and that kind of stuff, are not very commonplace. I'm considering giving an extra +1 bonus to AC to monks at first level to compensate that. Impressions?

Sky

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12/07/2006 10:03 AM  

When used to play sometimes we had times when fighting would have gotten us all killed ( outclassed and outnumbered). When your weapons get taken a monk is your best friend in an escape. Monks are like theives and clerics in that they get you to the encounter and the fighters duke it out. Should consider putting them in more situations where the monks talents are needed.

The monk is never intended to stack up against the fighter class.


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12/07/2006 10:07 AM  
It's hard to say how balanced they are. They get such a strange mix of abilties as they go up in level, it's hard to say. They seem most effective at higher levels. I don't care for monks, myself.

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12/07/2006 10:09 AM  
It really depends on how high their Dexterity is . . .

Sorry, I couldn't resist.

I think they are fairly balanced at lower levels. But as you get higher and start supplementing with magic, then they can get fairly unbalanced quickly.


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12/07/2006 11:20 AM  
Wow.

I consider myself pretty well versed on the subject of monks because I'm currently playing a Level 17 Half Orc Monk that I've advanced since Level 1 in a campaign where combat follows existing rules as much as possible. I've also DMed for 5 years, and, with a gap in between, a 2nd Edition campaign in HS. So I've run Monks from both sides of the table.

In my opinion, the Monk is the most survivable non-spellcasting class, and it might be the most survivable class overall if you count vulnerable times like resting and the end of the day when spells run out. The Monk is likely to perform well in any environment from underwater to fighting on an icy cliff.

My monk has had the highest AC in the party since Level 1, and continues to have an unbuffed AC in the mid 30s. Buffed, he gets into the mid 40s, and it could be worse except my PC has less than the recommended wealth per level.

I also have no trouble hitting foes because I recognized that, with a large number of attacks, every +1 you can add is critical.

Monks benefit the most from a large variety of lower cost magic items. They don't need a 50k Sword at high levels.

Key Monk items to gain over time.
- Ring of Protection
- Ring of Force Shield
- Bracers of Armor
- Periapt of Wisdom (better than Natural Armor or Mighty Fists for several reasons)
- Monk's Belt
- Boots of Speed
- Circlet of Persuasion (helps with Monk's diplomacy if CHA wasn't a big stat)
- Cloak of Resistance
- Bracers of Dexterity
- Eyes of the Eagle
- Javalins

Monks get AC from more sources than any other PC. They should focus on STR, DEX, and WIS as key stats. CON, INT, and CHA can all be lower, but try for at least average numbers if possible.

Monks need to max out Tumble, Spot, Listen, Jump, and Balance if possible. Hide and Move Silently are also worth considering, as is Diplomacy and Swim.

As levels go on, the Monk gets faster and faster and gains more and more immunities.

The Monk has virtually no weaknesses, except for to auto damage and spells that bypass SR without requiring a save (not many spells do this).

Monks benefit the most from certain kinds of allies. They prefer a Druid Ally to a Cleric Ally.

The following spells are great buffs for a Monk.
- Greater Magic Fang (lasts virtually all day at higher levels)
- Barkskin (will last for a whole dungeon)
- Bull's STR
- Enlarge, Extended Enlarge, Permanent Enlarge, potions of Enlarge.

With Enlarge, and a Monk's Belt, the Monk's damage goes through the roof.

Here is a typical full attack for my Level 17 Monk, buffed.

+23/+23/+23/+18/+13/+23 (haste) for 4d8+13 damage each time... and it bypasses Adamantine DR.

I know a Level 17 Fighter can hit at +30, but, many times, fighter classes are over-hitting, and can afford to bleed off attack bonus into Expertise or Power Attack. My Monk doesn't need to do that since he's hitting so hard anyway, and I have 4 attacks at my highest bonus. Even if I need slightly better rolls, I have extra chances to make those rolls count.

Great feats for a monk are:
- Improved Initiative
- Quick Reconnoiter (now with a good DEX, your init is +10 or so)
- Blind Fight
- Combat Reflexes (w enlarge, especially good)
- Pain Touch (w stunning fist)
- Weapon Focus Unarmed Attack (buff those attack rolls every time you can)
- Improved Crit w Fists (you're getting so many attacks, 10% is a lot of crits)
- Sun School
- Mage Slayer

Remember, my Monk is NOT over equipped for his level.

Monks do start to hit a power curve around level 5-6 and improve steadily and rapidly until about Level 16 to 18, at which point, multi-classing isn't a bad option if you like it.

Monks are IDEAL caster killers. I can Dimension Door next to a flying caster and stun or grapple him.

I think I'm moving 80 now, so, even with tumbling, I can get just about anywhere and threaten a foe.

You get LOTS of Stunning Attacks per day. Use them. Even a creature with a great Fort Save will fail a save eventually.

Immunities?
- My spot is +30, my listen is +26 and my initiative is +12. How easy is it to catch my monk flat footed?
- My touch AC is 27, so even wizards shooting rays need a good roll.
- The first arrow that comes at me each round is auto-deflected.
- AC is usually around 40, so the fewer HP behind that AC don't get touched as often.
- Immune to non-magic disease.
- Immune to poison (great in a bar w diplomacy... you can drink dwarves under the table)
- Spell Resistance
- +2 vs Mind Effecting Spells
- IMPROVED EVASION
- BEST SAVES IN THE GAME for EACH F, R, W
- Tumble away from threats (automatic success in most cases, even through an enemy space), even if it costs you double the movement for that square, it won't matter.

And if anything ever is too tough for you, you can fall back on blazing speed and dimension door.

A well built high level fighter can beat a Monk toe-to-toe, BUT, the Monk can usually pick his opponent. The monk has the speed and movement to let the heavy hitter in the party approach the enemy heavy hitter while the Monk does other things.

Perfect party for a monk?

- Wizard (for Enlarge, permanent Enlarge, etc.)
- Druid (wild shaping & companion + buff spells fills two roles)
- Rogue (benefits from Monk's speed... flanking... also benefits from sneak attacking stunned foes)

It's also not bad to have a solid tank or fighter, but the Druid + Animal can fill that role if needed.

The monk can take out all the back line enemies that would otherwise by harrying the party with spells...

as I said before, Monks are the best class for Spotting and Listening, so they make a party just about impossible to ambush.

My monk has spotted invisible foes, spiderclimbing on walls. No joke. And yes, the proper DC was used.

Monk's do have weaknesses, but, that's a whole new post, since none of the weaknesses are very obvious.






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12/07/2006 11:24 AM  
Hmmmm... I had a detailed post, then everything locked and it's gone. I'll try and summarize.

As a DM I saw a Monk played out until about 12th level. At low levels he went to neg hp's just about every battle. The joke was 1 battle, 1 negative monk. This ceased after 3rd or 4th level. Monks are good support fighters with and interesting mix of skills and class abilities. They won't replace your fighter or barbarian however. I'll address Vow of Poverty (VoP) as it will invariably come up.

I've heard VoP called so broken it's silly. I've heard VoP is so under powered it's worthless. IMO both of these statements are 100% correct. VoP is very dependent upon the strict use of the wealth by level guidelines. Stray too far from them in either direction and VoP is going to be out of balance. The Monk in my game had VoP and I use the WBL pretty strictly and I didn't see any balance issues. From what I've seen a Monk equipped properly vs. the rest of the party should do just fine. YMMV.


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12/07/2006 11:42 AM  
Agreed about Vow of Poverty.

It comes down to this, really.

If you have a good DM, who does strategic (not hack-n-slash) combat, and throws a large variety of situations and threats at the party, the Monk excels. The more the game uses all the rules, situations, modifiers, and appropriate checks, the better the Monk becomes. If some battles are spread out on large maps or terrain, the Monk's usefulness goes up even more.

I absolutely promise you, that, in any of my campaigns, a player would be happy to have the versatility that the Monk provides. They need it.

If you have a DM who rarely makes the proper checks for the party, and most fights consist of the party surrounding and beating on a brute force troll, ogre, giant, purple worm, fighter, undead or non-flying dragon, then the Monk's usefulness drops. If the DM doesn't roll listen checks for anything beyond the current standard 30x30 room, the Monk has no advantages. The best classes become the power attacking barbarian and one-save kill Wizard.

Make sense?


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12/07/2006 11:46 AM  
Thanks for the comments everyone. Interesting reads, especially the posts by YRM_DM and nyjastul69.

What i should emphasize, is that i play in a really low-magic campaign. What i mean by this, is that the PCs, who are now 7th level, have one or two magic items each, plus a couple of masterwork items. (They have a few special abilities however, and i increase the six core abilities at every other level instead of every four levels.) Thus, the long list of magic items suggested by YRM_DM including a dozen items or so, is not really the kind of thing that my PCs will have, let alone a NPC.

My NPCs usually don't have a single magic item if they're under 6th level, and a single magic item for levels 6 and above.

Also, i only play with the core books, no Vow of Poverty or other feats from splat books.

In view of this, can a monk, who appears to rely importantly on magic to have a decent AC, still compete with other classes?

Sky

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12/07/2006 11:46 AM  
VoP is broken, but it isn't particularly broken for monks, partly because monks are a little underpowered in general.

It is COMPLETELY OUT OF CONTROL BROKEN for druids, however.

My experience with monks is that they're pretty weak, but typically our games do not allow 100% item customization by PCs except in fairly unusual circumstances. We tend to have to rely more on found items, etc.

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12/07/2006 11:50 AM  
Posted By Skyscraper on 12/07/2006 11:46 AM
Thanks for the comments everyone. Interesting reads, especially the posts by YRM_DM and nyjastul69.

What i should emphasize, is that i play in a really low-magic campaign. What i mean by this, is that the PCs, who are now 7th level, have one or two magic items each, plus a couple of masterwork items. (They have a few special abilities however, and i increase the six core abilities at every other level instead of every four levels.) Thus, the long list of magic items suggested by YRM_DM including a dozen items or so, is not really the kind of thing that my PCs will have, let alone a NPC.

My NPCs usually don't have a single magic item if they're under 6th level, and a single magic item for levels 6 and above.

Also, i only play with the core books, no Vow of Poverty or other feats from splat books.

In view of this, can a monk, who appears to rely importantly on magic to have a decent AC, still compete with other classes?

Sky


Actually I feel like the monk is stronger in a low-magic campaign than a high magic campaign. A lot of their special abilities are self-contained and hard for other classes to duplicate without the aid of magic. In a low magic game, the attack bonuses of fighter-types typically don't outstrip those of the monk as fast, and opponent ACs tend to be lower, thus making monks better able to hit and contribute. Enemy fort saves are lower, meaning more stuns, you typically face more humans and less monsters, which means more easily grappled creatures and a strong mobility advantage, etc.

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12/07/2006 11:53 AM  
Posted By YRM_DM on 12/07/2006 11:20 AM

My monk has had the highest AC in the party since Level 1, and continues to have an unbuffed AC in the mid 30s. Buffed, he gets into the mid 40s, and it could be worse except my PC has less than the recommended wealth per level.

I also have no trouble hitting foes because I recognized that, with a large number of attacks, every +1 you can add is critical.

Monks benefit the most from a large variety of lower cost magic items. They don't need a 50k Sword at high levels.

Key Monk items to gain over time.
- Ring of Protection
- Ring of Force Shield
- Bracers of Armor
- Periapt of Wisdom (better than Natural Armor or Mighty Fists for several reasons)
- Monk's Belt
- Boots of Speed
- Circlet of Persuasion (helps with Monk's diplomacy if CHA wasn't a big stat)
- Cloak of Resistance
- Bracers of Dexterity
- Eyes of the Eagle
- Javalins

Monks get AC from more sources than any other PC. They should focus on STR, DEX, and WIS as key stats. CON, INT, and CHA can all be lower, but try for at least average numbers if possible.

The Monk has virtually no weaknesses, except for to auto damage and spells that bypass SR without requiring a save (not many spells do this).

+23/+23/+23/+18/+13/+23 (haste) for 4d8+13 damage each time... and it bypasses Adamantine DR.


- My touch AC is 27, so even wizards shooting rays need a good roll.
- The first arrow that comes at me each round is auto-deflected.
- AC is usually around 40, so the fewer HP behind that AC don't get touched as often.






I've left some of the key stuff I wanted to ask about up there.Â

-What is your base AC?  (Please list the bonuses to each of your AC enhancing items)
-This is a home game right?

You make some good points YRM.  Monks ARE a very survivable support class.  There was a thread on the wotc boards talking about how "broke" they are.  I almost laughed myself silly.  

I play quite a bit of Living Greyhawk myself, so MOST monks don't end up nearly as cool as the one you describe above.  
-party composition changes a lot (can't count on buffs)
-need access to buy most magic items (can't count on having all the cool stuff)
-DMs who don't use skills
-Monks need many high stats.  This is very hard to pull off with a 28 point buy character.  

I've found that monk SR is weak and rarely helps.  A good touch AC and saves make much more of a difference.  

Overall, nice summation of the class.  Â

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12/07/2006 11:55 AM  
You should audit just how far behind the recommended wealth level you currently are playing.

If you are, say, at 50%, you can look at that and I still think the Monk is balanced.

In the last session, my Monk walked into an Anti-Magic Field, lost all buffs, enlarge, magic item benefits, etc. He still was extremely effective.

Perhaps you are of the mindset that you don't hand out many magic items, but, the ones you do hand out are a bit better. For example, instead of a +1 sword, you hand out a +1 Frost sword that offers Resist Cold at X caster level once a day.

If that is the case, the monk can keep pace at low cost with multiple low cost items.

Bracers of Armor +1 are VERY inexpensive.

For the price of a +2 sword, you can have 4-5 +1 items.

I don't think monks will be most affected by lack of magic items. A fighter, ranger, or paladin feels more of a sting there, especially at higher levels.

Monks can benefit from lots of low level spells that add Armor, since they are not wearing armor... and those spells often last hours.

When you do decide to change the recommended wealth per level, hopefully, you've done so after completing several campaigns using the RWPL guidelines so that you are familiar with all the game balance issues that changing the wealth will affect.

I understand you may just be making this change for flavor, but, it probably has the lowest impact on spellcasting classes that don't require lots of money to prepare spells (a wizard actually has considerable costs in upkeeping a spell book).

If you are really worried about it, I'd suggest making the first "big" magic item that the Monk gets be a Monk's belt or good Periapt. Such an item impacts multiple areas for a monk and makes up for not having as many items.

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12/07/2006 11:57 AM  
Thanks IanB, interesting points.

What i see however are monks with ACs in the 13-15 range, as opposed to 18-21 for fighters. I don't want to compare to fighters as i understand that they're not supposed to be as good as they are, but still... 13-15 is but a tad higher than the wizards.

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12/07/2006 11:59 AM  
I would also have to say that monks fare better in a low magic setting. Clerics and Druids (when pimped out with wacky PrC combos and magical loot) will bury a monk in terms of damage on the field of battle. Keeping things sane as far as gear is concerned will make your monks more competitive.

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12/07/2006 12:04 PM  
Stabmastaarson.

Yes, this is a home game.
We did roll our stats, and I did get 3 above average stats.

Point buy can actually help a monk though, since Point Buy punishes the overall bonuses of PCs who buy a 17 or 18. You're rewarded for buying mostly 14s.

I am fortunate to be in a party that appreciates strong tactics, and, my Monk works very closely with the party Druid. Still, the times that I have been "on my own" the Monk has performed fine.

When you play Living Greyhawk, you're limited by two things:
1 - How good is the pre-written module? Sometimes they are pretty good.
2 - How good is the DM? The better the DM is, the better a Monk is. I really believe that. I'm fortunate to be running my Monk in a campaign with a very good DM.

I have played a bit in Living campaigns and the DMs can be quite a mixed bag. You do lose something when the players aren't motivated as much to cooperate either. I still think the Monk has some advantages there, in that he can escape a TPK, and often gets to act first in combat.

In a living campaign, a fighter, wizard or rogue type is probably going to have at least one really bad save. Good adventures will force PCs to make a variety of saves throughout the night.

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12/07/2006 12:11 PM  
Posted By Skyscraper on 12/07/2006 11:57 AM
Thanks IanB, interesting points.

What i see however are monks with ACs in the 13-15 range, as opposed to 18-21 for fighters. I don't want to compare to fighters as i understand that they're not supposed to be as good as they are, but still... 13-15 is but a tad higher than the wizards.

Sky


Let's say you're using probably the lowest STAT system, like 25 point buy.

I haven't used that in a while...  but, I think you can score three 14s (STR, DEX, CON) and still have 7 points left over.

Are you remembering to add the Monk's WIS bonus to his AC?

Worst case, at level 1, the Monk has an AC of 14.  I'd consider bumping two of those stats to 15 and using them for your first two stat increases.

Over time, at higher levels, it should be easier to get some lower cost magical gear, and the Monk can stack a lot of gear into AC.  Monk's gain a point of AC every few levels anyway, while the fighters will level off since you aren't giving them a chance to improve their armor to magic armor.

(if you do hand out magic armor, consider handing out Bracers of AC before you give away Plate Mail +1)


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12/07/2006 12:11 PM  
Posted By IanB on 12/07/2006 11:46 AM
VoP is broken, but it isn't particularly broken for monks, partly because monks are a little underpowered in general.

It is COMPLETELY OUT OF CONTROL BROKEN for druids, however.

My experience with monks is that they're pretty weak, but typically our games do not allow 100% item customization by PCs except in fairly unusual circumstances. We tend to have to rely more on found items, etc.


I haven't seen a Druid with VoP, but I can see why that might be the case.  



I agree with IanB that in a low powered game the Monk should be just fine.   



Edit: Okay fellas this thread is morphing way faster that I can keep up eith at work.  Good stuff.Â


YRM_DM has some very good stuff here. Â


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12/07/2006 12:23 PM  
Posted By YRM_DM on 12/07/2006 12:11 PM

[snip]

Are you remembering to add the Monk's WIS bonus to his AC?

Worst case, at level 1, the Monk has an AC of 14.  I'd consider bumping two of those stats to 15 and using them for your first two stat increases.

Over time, at higher levels, it should be easier to get some lower cost magical gear, and the Monk can stack a lot of gear into AC.  Monk's gain a point of AC every few levels anyway, while the fighters will level off since you aren't giving them a chance to improve their armor to magic armor.

(if you do hand out magic armor, consider handing out Bracers of AC before you give away Plate Mail +1)


Yes, i do add WIS to AC. I played 3 monks up to now, they were 3rd and 4th level if i recall correctly.

Anyway, the insight on this thread is good. What i'm realizing is that perhaps i'm trying a bit too hard to compare fighting capability between a monk and a fighter.

Sky

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12/07/2006 12:36 PM  
Yeah, they really don' compare at low levels. I think their flurry ability is a very poor one to use until you're BAB catchs up to others. I've seen monks miss because they flurry and many don't use the ability because of the initial miss chance. Over time, they get a lot better, but I think a monk has to think of himself as a secondary fighter, not a front line fighter, whose job may be to take attacks so his part members stay healthy, especially if he has a high AC.

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12/07/2006 12:37 PM  
Posted By YRM_DM on 12/07/2006 11:55 AM

If you are, say, at 50%, you can look at that and I still think the Monk is balanced.

Perhaps you are of the mindset that you don't hand out many magic items, but, the ones you do hand out are a bit better. For example, instead of a +1 sword, you hand out a +1 Frost sword that offers Resist Cold at X caster level once a day.

If that is the case, the monk can keep pace at low cost with multiple low cost items.

When you do decide to change the recommended wealth per level, hopefully, you've done so after completing several campaigns using the RWPL guidelines so that you are familiar with all the game balance issues that changing the wealth will affect.

I understand you may just be making this change for flavor, but, it probably has the lowest impact on spellcasting classes that don't require lots of money to prepare spells (a wizard actually has considerable costs in upkeeping a spell book).

If you are really worried about it, I'd suggest making the first "big" magic item that the Monk gets be a Monk's belt or good Periapt. Such an item impacts multiple areas for a monk and makes up for not having as many items.

I've left only the portions of your post that relate to my reply.

50% wealth level is probably approximately where my PCs would stand. I don't really care for strict calculations myself, i feel that, as in many things in life, relying on your intuition is good sometimes But i recognize that the most accurate way to work would be to audit the wealth level.

I do give out some interesting magic items, probably one third of them have more than one power. That's why i'm probably at 50% wealth level instead of lower than that.

As for playing multiple campaigns at recommended wealth level before toying with that concept, i'm afraid i don't have that leisure. Although i have 3 D&D campaigns running now, i have a single effective campaign that's been going on for almost 2 years, with the players gaining only 4 levels during that time since we do not play that often. The other two campaigns have seen about 4 sessions of play each, at 2-month intervals. With kids and work, i do not see that rythm augmenting any time soon, so some experiencing will occur during my first long-winded campaign, including keeping the wealth level relatively low.

It is indeed a decision based on flavor, at least as far as i'm concerned. I know that at least two out of four of my players support that position, a third does not care whether there are many items or few of them anyway, and the fourth likes items, but likes the change of pace compared to the other campaign he plays in. We are of the opinion that (1) many magic items makes them each less valuable in your eyes; and (2) a character equipped with a lot of magic items becomes defined by what he wears as much as by who he is, and i'm not very comfortable with that concept.

Of course, this is one way to play the game, i'm far from stating that this should be *the* way. The wonderful game that is D&D allows for so much personalization.

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12/07/2006 12:38 PM  
Sky, think of a Monk, especially in your setting, as a budding Strike trooper. He's faster than a mounted knight as he gains levels.

A monk can actually replace an arcane caster in a party because you use the Monk role to take out any enemy casters as quickly as possible (while the fighter lumbers towards them at a speed of 15 or 20).

Try mixing in larger maps or an outdoor grass matt, and start encounters at a longer distance. The Monk should show more worth the more spread out the battlefield becomes.

Also, if the party has a job where they have to catch an escaped prisoner and bring him back alive, the Monk is well suited to a mission like that... so there are little ways to make the monk more useful if he's not shining enough at the moment.

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12/07/2006 12:38 PM  
Monks are great if played right. They're no good as frontline fighters, but they excel at moving into key positions (tumble to flank) then helping out (fight defensively/expertise/aid another). At lower levels Monks are more survivable than wizards (not that wizards are remotely survivable at first level) but slowly come into their own around 5th-level or so.

For cranking AC, take the first character level as a wizard (Scribe Scroll for free) or sorcerer (more spells). Two rounds of buff time (Mage Armor/Shield) and your Monk adds the equivalent of full plate (+4 armor/+4 shield) to his AC. Sure they don't last terribly long, but 10 rounds (Shield) or 60 rounds (Mage Armor) should be sufficient for most battles. Best part is they don't cost a thing (viable strategy in a low-magic item campaign). Best part is it's completely Core (PHB is the only book required).

Other advantage of having a touch o' the arcane is Fist of Stone (Spell Compendium) which gives +6 Str for 10 rounds (doesn't improve with level so no worries about adding caster levels).

For additional madness, take the first character level as a specialist wizard (conjurer) with the Abrupt Jaunt alternate class ability from the PH2 (lose a familiar, gain the ability to teleport 10 feet as an immediate action 1/day/point of Int bonus). Now you've got speedy, High AC (18 + Dex + Wis + Monk Bonus) melee support that can always make it to position and can disrupt charges (just teleport out of the way)

The only absolutely crucial magic item for Monks to acquire is a Monk's Belt.

The only real downside to Monks is the need to support 12+ stats (14+ is better) across the board (with the exception of Charisma). As has already been pointed out Monks (by around 10th level) are by far the most survivable characters. They have no down time, can't be disarmed, most of their abilities aren't subject to antimagic (majority of monk abilities are Extraordinary), and what abilities they have are geared towards avoiding a broad variety of bad situations (falling, poison, disease, area-effect spells, etc).




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12/07/2006 12:44 PM  
You make good points Sky... I'm certainly not trying to say that you should only run the game a certain way. I was suggesting that, once you have run a campaign "by the book" it's easier to make those intuitive leaps later, but stay balanced. Not because you're stupid or wrong, but just because you see more into how the guys at WotC were trying to balance the game.

Every group has different needs and accepts different kinds of play.

My group loves a good story and role play, but our bread and butter is tactical combat... and I'm talking about visceral, exciting battles where good thinking and teamwork are essential.

You might be shooting more for a Lord of the Rings feel, which isn't how D&D is designed out of the box, and you just end up having to stretch a little more to achieve balance. Story and RP are probably your top priorities.

I can't read your mind, but, I'm just trying to make the best deductions I can based on what you've written.

Ultimately, if the players aren't complaining or arguing over rulings, and they seem happy, you're doing your job.

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12/07/2006 12:46 PM  
Spell Compendium has a lot of good spells for sorcerer/monks. With Fist of Stone, add Combust and it's a doozy. If you are going that route, ban Wraithstrike outright. It's an awesome spell, and for PCs not too bad (although a little broken), but for NPCs it is a killer. Can you imagine a giant or a dragon casting a 2nd level swift spell that allows it to make touch attacks for and entire round? Players would just die.

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12/07/2006 12:48 PM  
Doesn't Wraithstrike prevent the adding of the STR bonus to damage?

If not, it probably should, and then it'd be ok for Dragons.

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12/07/2006 1:31 PM  
Posted By YRM_DM on 12/07/2006 12:44 PM
You make good points Sky... I'm certainly not trying to say that you should only run the game a certain way. I was suggesting that, once you have run a campaign "by the book" it's easier to make those intuitive leaps later, but stay balanced. Not because you're stupid or wrong, but just because you see more into how the guys at WotC were trying to balance the game.

Yeah, i believe i get your point, and i was not under the impression you were trying to push it across at all costs.

Thanks for your insightful posts.

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12/07/2006 1:32 PM  
On the topic of flurry, even when it has the -2 you should almost always use it when you can. There are not very many opponent ACs where your expected damage goes down when you flurry.

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12/07/2006 8:04 PM  
Posted By YRM_DM on 12/07/2006 12:48 PM
Doesn't Wraithstrike prevent the adding of the STR bonus to damage?

If not, it probably should, and then it'd be ok for Dragons.

That would actually be a good fix for it, then it would be somewhat reasonable and then more like it's intent: for sorcerer monks to be effective.  But instead, as written, you just resolve melee attacks as melee touch attacks so all the damage is still there.

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12/07/2006 8:08 PM  
Posted By IanB on 12/07/2006 1:32 PM
On the topic of flurry, even when it has the -2 you should almost always use it when you can. There are not very many opponent ACs where your expected damage goes down when you flurry.

I don't feel that is true.  With cleric BAB, at first level you have a slim chance of hitting anything with even a low AC.  The only time I'd use it is with Bless and/or flanking to give me a shot at hitting.  Otherwise, you are wasting attacks.

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12/08/2006 5:16 AM  
Over some levels, monks have a few ways to get past their lower BaB.

Some have been covered in the thread.

1 - Hasted, they should eventually get 4 attacks at their highest BaB, compared to a hasted fighter's 2.
2 - Monks can easily set up flanks, helping the party rogue, and this often gives the Monk another +2.
3 - Unarmed attack progression benefits the most from the Enlarge spell.
4 - Since Enlarge grants reach, and size bonuses on Trip attempts, and monks can get Improved Trip...

...for an opponent with an easy touch attack, even a fighter, the Monk can use Improved Trip (which will eventually succeed) to give him another +4 to hit a prone opponent (and AoO when they stand up).

5 - Stunned opponents have lower AC, and people forget this, but when you are stunned, you DROP whatever you are holding. If you drop a shield and sword, your AC goes down and you lose actions recovering the weapon.

---

My favorite part about being a monk is:

The current DM I play the Monk under is great, but he does use a lot of pre-written adventures and then learns them and adjusts the difficulty as needed.

We were actually running City of the Spider Queen for the first time, and in Castle Maermeadra (sp?) there was a guard room full of mid level Drow warriors.

To clear the level fast, and prevent someone from running off, several of us actually took our own door, resolved to use Rary's if we looked overmatched.

So this 800lb, enlarged, hasted, buffed Half-Orc monk opens the door, the drow guards look up from strapping on their armor and weapons, and I calmly shut the door behind me and drop into fighting stance.

The whole fight took 2 rounds, and probably resembled the Neo vs Smith fight from Matrix two... except that the Smiths weren't getting back up. If my Monk had a soundtrack, I'm sure techno music and bowling pin sound effects would have been playing.

Obviously, that fight wasn't meant to be the highest CR possible, but the way it worked out, (each character, or sometimes a pair of them, cleared their own room, and it was sort of like competing for style points).


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12/08/2006 8:28 AM  
Since shields are strapped to the character's arm, they don't get dropped on a stun, only the weapon. Otherwise, good points all around.

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12/08/2006 12:29 PM  
Monks, particluarly at lower levels, can be more effective using the Aid Another action (rather than attempting to flurry/attack). Hitting AC 10 is fairly easy even if your attack bonus is the suck and it can be done while fighting defensively from a flanking position (tumble to flank, fight defensively so the AC is high, and give your ally +2 to their attack).

Tripping and Stunning (as YRM_DM pointed out) are often under-utilized monk specialities that can make a huge difference in how effectively the monks hit.

Also, Improved Disarm is a terribly nasty feat to give a monk. Taking away the BBEG's weapons can really chafe your DM's tuckus

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12/08/2006 12:43 PM  
This all shows Monks are great combo fighters. Not good straight up, but if you work to get the right situation (whether though magic, postioning, tactics, etc) they are just as functional as anyone else. You just can't think Monk=Fighters.

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12/08/2006 3:22 PM  
Posted By gss_000 on 12/07/2006 8:08 PM
Posted By IanB on 12/07/2006 1:32 PM
On the topic of flurry, even when it has the -2 you should almost always use it when you can. There are not very many opponent ACs where your expected damage goes down when you flurry.

I don't feel that is true.  With cleric BAB, at first level you have a slim chance of hitting anything with even a low AC.  The only time I'd use it is with Bless and/or flanking to give me a shot at hitting.  Otherwise, you are wasting attacks.


A lot of that is just perception. If you actually sit down and go through the math, the flurry is almost always better even if it doesn't feel that way intuitively.

Consider a typical monk with a 14 strength at level 1.

Attacks at +2 and flurries at +0/0.

Vs. AC 10: he needs an 8 for a regular strike, giving him a 65% chance to land at least one hit for an average damage per round of 3.575 not counting criticals.(.65x5.5).

When he flurries instead, he needs to roll a 10, so each hit has a 55% chance of hitting, and he has an average damage of 6.05 per round.(.55x5.5 + .55x5.5). Damage goes way up when he flurries.

What about something tougher like AC 15? Average damage with the single strike vs. AC 15 is 2.2, with the flurry it is 3.3.

AC 19 is where it gets interesting. Flurry is tied with the regular strike here, with both doing 1.1 damage per round. At AC 20, the regular strike is actually better, doing 0.825 damage per round vs. 0.55 for the flurry. At AC 21, they're tied again at .55. At AC 22+, the flurry is better again.

The basic rule of thumb, then, is that unless you need exactly an 18 to hit, flurry is always as good or better than a regular attack in the levels where flurry is -2. It obviously gets even better when the penalty goes down.

I just did this quickly so I didn't factor in crits, but they should only have a minor effect on the outcome.

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12/08/2006 6:12 PM  
I was thinking about this kind of math, but hadn't done the numbers. Thanks.

First, I think the AC 10 rarely happens, so all it is is a teaching exercise. A very good one, but still.

Second, now that I think about it, I'm looking at it in a different manner. Since each roll is independant of the last, in the AC 15 case, you drop from 40% down to 30% to make each hit. Still, in 5 rounds of combat, the difference is one more hit (2 vs 3). In 3 rounds, a more likely combat, it is 1.2 vs 1.8 hits. When my odds are that poor, and the gains are minimum (essentially an extra hit every other combat), I'd rather save the frustration of missing more often and improve my odds or work on other strategies to improve other people's odds who can do a lot more damage than the monk.

Personally, I like to work on my numbers to hit and not worry to much on dps. That is just me.

You are right, it is a different matter when the penalties go down, but at that time your percentages go up with magic and items.

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12/08/2006 6:49 PM  
Posted By gss_000 on 12/08/2006 6:12 PM
I was thinking about this kind of math, but hadn't done the numbers. Thanks.

First, I think the AC 10 rarely happens, so all it is is a teaching exercise. A very good one, but still.

Second, now that I think about it, I'm looking at it in a different manner. Since each roll is independant of the last, in the AC 15 case, you drop from 40% down to 30% to make each hit. Still, in 5 rounds of combat, the difference is one more hit (2 vs 3). In 3 rounds, a more likely combat, it is 1.2 vs 1.8 hits. When my odds are that poor, and the gains are minimum (essentially an extra hit every other combat), I'd rather save the frustration of missing more often and improve my odds or work on other strategies to improve other people's odds who can do a lot more damage than the monk.

Personally, I like to work on my numbers to hit and not worry to much on dps. That is just me.

You are right, it is a different matter when the penalties go down, but at that time your percentages go up with magic and items.


But see, that's just the thing. Against AC 15 your chances of landing at least one hit in a round are higher when you flurry than when you roll once. Your odds aren't improved by single-swinging, they're worsened.



Your chance of landing at least one hit with the single swing is 40%; your chance of landing at least one hit when you flurry is 64%! You literally gain nothing from taking a single swing in terms of damage output *or* odds of landing a hit, other than the psychological effect of having more misses because you're swinging more.



I can't speak to the relative benefit of using aid another since that is greatly dependent on the stats and capabilities of the person you're aiding.

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12/08/2006 6:49 PM  
@ IanB, actually, factoring in criticals should favor the flurry even more, as more attacks=more chances to crit=more crit=more damage. It's still pretty minor, particularly when the need to confirm the critical is added in, but it should still go on the side of the flurry option.

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12/08/2006 8:38 PM  
I still don't think so. By that logic, if I flip a coin twice I have a 100% chance of it landing on heads. Adding attacks does not improve your chances, that's not how it works. It just gives you more opportunities to make it, but your chances are lower. In the AC 15 case you still only have a 30% chance even if you roll it twice.

As for the crit, you still have a 1/20 chance, again more chances, but your odds of confirming are worse.

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12/11/2006 11:40 AM  
Posted By gss_000 on 12/08/2006 8:38 PM
I still don't think so. By that logic, if I flip a coin twice I have a 100% chance of it landing on heads. Adding attacks does not improve your chances, that's not how it works. It just gives you more opportunities to make it, but your chances are lower. In the AC 15 case you still only have a 30% chance even if you roll it twice.

As for the crit, you still have a 1/20 chance, again more chances, but your odds of confirming are worse.


No, by flipping a coin twice, you have a 75% chance of getting at least one heads result. Adding attacks with the monk works much the same way. I think maybe I am not understanding your point. Taking one swing instead of flurrying (except in exceptional circumstances, like needing exactly an 18 to hit, or when you have to move after one swing no matter what happens with it) is costing you damage with no gain at all. You may not trust the math, but that is how the probabilities work.

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12/11/2006 12:04 PM  
IanB: You seem to know your stuff, but i'd be interested in the details: how do you have 75% chance of getting one heads result by flipping a coin twice? What's the equation?

Thanks,

Sky

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