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| #1ShojiteruSep 16, 2015 10:52:56 | So after playing a monk and doing poor mathematics, early levels are damage output. Flurry of blows mainly. Mobility comes in at 6 for Shadow and mobile feat. However, damage suffers. Either stay and get wailed on or leave. Shadow tele in, attack, attack, run. Repeat. Only 2 attacks while never being hit. Those 2 attacks are pretty weak. When others get magic items, they get +3 ac and hit so robe bottoms for ac and top for unarmed hit. Add weapon of warning but only for self to the bottoms and either 1d4, 8, or even 10 force to the top should help them out a bit in damage. Is that too OP or is there something I missed? Edit: My calculations for level 20 were for +11 hit and 1d10+5 only twice is like 21 a round. At level 1 with a spear for 1d8+3 and flurry, can do like 18 so not much increase but won't be getting destroyed and every other hit has advantage with Shadow step. Is my math wrong or just way of fighting with a monk? |
| #2AaronOfBarbariaSep 16, 2015 11:08:01 | Your math is probably correct, except that it operates on the flawed assumption that magic items with + values will be found.
As for your way of fighting with a monk... I can barely see how you play the character beyond that you appear overly focused on "number porn" and are thus doing yourself a great diservice considering you find a problem when the monk class has built-in good at everything. |
| (Reply to #2)Shojiteru |
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| #4Tempest_StormwindSep 16, 2015 12:00:46 | Seconding Aaron (as is often the case).
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| #5ShojiteruSep 16, 2015 12:38:12 | The reason I see Shadow step as so important is because yes I can move between hits but I can't get to them, hit, then get out of range with enough movement. Starting 60' away they can't reach me. With normal, I can only go half my movement away. They can easily go 30 and until my movement is 70, normal moving won't cut it. I'm going to the link now to read, but ATM, I can only see Shadow step to get me in and away enough to avoid hits. The +3 were only to say I can't get that to compete with others since they can get it too and homebrew is best for monks since there aren't as many damage boosting items for monks. I admit d10 might be much but a lot of them already do d4 so that might be more viable. Edit: oh, I seen that many times and despite all the out of combat options, there are few tactics that don't require set up besides stand and fight and hit and run. If I'm missing something or overlooking, please tell me. I hate missing obvious things. Plus it's help alot because those are the only 2 things I can do that I can think of. Magic items homebrewed instead of intelligence is the easy solution so I'd rather be lazy until I have to think. |
| #6Tempest_StormwindSep 16, 2015 14:21:36 |
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| #7BRJNSep 19, 2015 19:05:48 | My AL Monk - in one more level he will choose Open Hand - is intended to be a Scout/Spy. His job is not to clobber everything in the room all alone; rather I want to discover everything in the room (and not be discovered myself), take the information back to the group, and describe it to them. Then we can make a plan to take down the enemies together.
Best moment so far: A Minotaur bursts into the room where my group is. I Alpha Strike it, then the Wizard Sleeps it. Zzzz. I walk out the door, see his buddies coming to follow-up, step to the side so they can see him, hook my thumb back over my shoulder, and say "He scared me. You don't scare me." They saw him, me, and the rest of my group come out of the room, too. They surrendered. Total damage done: 0 HP. Character feature used: one of my personality traits ("I say things bluntly. I am a terrible diplomat.")
Encourage your DM to be very descriptive. Also write yourself a list of common questions and keep them ready for reference at-table. Give your DM a copy to help him with his preparation too.
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| #8Greenstone.WalkerSep 23, 2015 16:04:15 |
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