Dickie
Arcane
- Joined
- Jul 29, 2011
- Messages
- 4,370
The mind-boggling thing is that half the people who voted in this thread said the monk is fine with flurry of blows and medium BAB.Didn't Grunker tell him what to do with the monk? I seem to remember discussions about it on HFG forums. Or did he not listen? Full BAB and a bunch of spell like abilities like PF would be nice.The monk is probably the most underwhelming class to me. Medium BAB is such a hard sell for a class with no spells. I wanted to try a mantis monk until I found out her extra hands don't do monk unarmed damage. At least stunning fist is not wasted on a miss and it's usable a number of times per encounter instead of per day.
http://www.heroicfantasygames.com/Forums/viewtopic.php?f=5&t=311
Is this the thread you mean where he talks about how to fix the monk? I also agree that the druid could use some love. He's just like a weaker cleric right now. I seem to remember another thread where the monk was discussed, but I can't find it now.
So... The Monk. Again, one of the most weak classes as we've talked about before. I'll try once again to make suggestions for an easy "fix".
- Grant it d10 HD.
- My first order of the day would then be changing the damage dice. It's a relatively simple way of upping the monk's power a bit. My changes would be to make all dice one step higher so it would be: d8/d10/d12/2d8/2d10/2d12.
- Second thing is that percentage-based abilities are very bad. This is the reason 3.5 smashed everything in AD&D that was percentile-based, such as resitances. At the same time, the uses/day stunning fist was underwhelming and tiresome. I suggest an alternate route for stunning fist. Make it work 100% of the time, with the same saving throw as now, but change its effects. For example: At level one, the monk gains Fatiguing Fist, which applies the fatigue condition on a failed save for 1 round. This is upgraded to Sickening Fist on level 5, then Blinding Fist on level 10, Stunning Fist on level 15 and finally Paralyzing First on level 20.
- Grant monks a +2 bonus on grapple checks on level 4, then another +2 bonus on level 8. This also synergizes with their Sleep Hold.
- Upgrade Sleep Hold on level 12, so that if the grapple check is successful the target takes damage as if hit by the monks unarmed attack, after which it must attempt the Fortitude saving throw or fall asleep.
- Upgrade Deflect Arrows at level 13 to Reflect Arrows, which reflects the ranged attack back at the attacker. Upgrader Reflect Arrows to Reflect Ranged Attacks at level 17, which reflects all ranged attacks including ranged touch attacks such as spells like Melf's Acid Arrow. Still only works once per round of course.
- Grant the Monk the Pounce ability on level 11 (full attack on charge)
- As a final order of business make them immune to certain conditions on certain levels. Example could be one immunity each 4 levels, starting on level 4 with immunity to being sickened, then 8th blinded, then 12th slowed, 16th critical hits, 20th ability drain. Or something along those lines.
I feel these changes would help bring the Monk to a level where it could compete. The Monk is a difficult subject because it, by its very nature, is a gimmicky class. It doesn't always work, is situational, and often it stands around being immune to the enemy (which doesn't help the rest of the party because they're dying while their immune party member does nothing against the enemy). So I'm not sure, but the changes above outline what I feel would help the monk.
http://www.heroicfantasygames.com/Forums/viewtopic.php?f=5&t=359
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