Author Topic: In Defense of the Monk ...  (Read 15485 times)

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weenog

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Re: In Defense of the Monk ...
« Reply #60 on: July 09, 2010, 11:49:01 AM »
There are certain expectations in the genre, that are 'wrong' from a gamist perspective, but could make sense if
the classes were instead balanced in relation to gameplay skill required. Hm.

Classes don't actually change if played by someone with a lot of "gameplay skill" -- they're just played closer to the upper limit of what they can actually do.  A monk's limits of what he can do for his allies are just far lower than a cler -- actually, screw tier 1s -- a bard's limits for the same.  A monk might contribute as much as a bard if the monk's player puts a lot more skill or effort into it, but as the bard's player improves, the monk has nowhere to go because he's already reached his limits.
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Re: In Defense of the Monk ...
« Reply #61 on: July 09, 2010, 12:05:48 PM »
<Minor Necromancy>

I have figured out one thing a monk does better than other noncasters in core: ranged attacks.
Have you seen the range incriment on a shuriken?

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weenog

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Re: In Defense of the Monk ...
« Reply #62 on: July 09, 2010, 12:08:12 PM »
Doesn't help that damage reduction > shuriken, either.  Can't very well introduce an injury vector poison with no injury.
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Re: In Defense of the Monk ...
« Reply #63 on: July 09, 2010, 12:18:56 PM »
Doesn't help that damage reduction > shuriken, either.  Can't very well introduce an injury vector poison with no injury.
Yeah... I got totally screwed over by that once. I was playing a Rokugan Ninja/Monk/Ninja Spy, and relied on sneak attack and poison for almost my entire offensive capability. I wound up in an arena match (RPd as part of a normal game) vs. an NPC that had damage reduction and was never considered flat-footed... I literally couldn't hurt him, and he had no chance of ever beating my hide checks (I had HiPS, too). So it was like the most boring fight ever. The crowd started throwing fruit and booing, and eventually I just got bored and surrendered. :P

Against more "normal" opponents, I'd usually WTFPWN them, though. But then again this wasn't exactly a straight "monk". I only had like 2 or 3 monk levels, on a character that wound up being level 30 by the end of the game.
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Re: In Defense of the Monk ...
« Reply #64 on: July 09, 2010, 12:19:15 PM »
And Vecna help you if you try to poison Fistbeard Beardfist... the rumor going around Drow campfires at night is that poisoning him only makes him stronger.

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Re: In Defense of the Monk ...
« Reply #65 on: July 09, 2010, 12:35:23 PM »
Classes don't actually change if played by someone with a lot of "gameplay skill" -- they're just played closer to the upper limit of what they can actually do.  A monk's limits of what he can do for his allies are just far lower than a cler -- actually, screw tier 1s -- a bard's limits for the same.  A monk might contribute as much as a bard if the monk's player puts a lot more skill or effort into it, but as the bard's player improves, the monk has nowhere to go because he's already reached his limits.
Well, of course. What you're saying is that it's harder to play a Monk than a Bard. So in a way, Monk is just at harder difficulty than a Bard, and shall have to use skills to do things a spellcaster does with a single spell.

But, of course the 3.5 classes are, in fact, NOT balanced in relation to player skill. A Fighter is easy to play, but weak later on. A warblade is harder to play, but more versatile all around. A wizard ( a hard class to play, gameplay-skill wise ) is insanely powerful when in hands of a capable player. It does however, fit the pattern where an unskilled wizard player will be in trouble all around.

Still, I've seen a game where other players were three full casters, and they still felt iffy whether or not the pure monk in the party was overpowered. ( 3.5 monk with Imp. NA, high stats all around, slotless magic weapon enchantments and TWF chain, with kinda blasty casters. )

Actual gaming has all these fiddly bits like DMs, wizards who use fireballs, all sorts of magic items which are NOT custom-fitted to characters, house rules... In an environment like that, a monk can be quite playable - maybe a bit more playable than a fighter, even.

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Re: In Defense of the Monk ...
« Reply #66 on: July 09, 2010, 12:41:39 PM »
Classes don't actually change if played by someone with a lot of "gameplay skill" -- they're just played closer to the upper limit of what they can actually do.  A monk's limits of what he can do for his allies are just far lower than a cler -- actually, screw tier 1s -- a bard's limits for the same.  A monk might contribute as much as a bard if the monk's player puts a lot more skill or effort into it, but as the bard's player improves, the monk has nowhere to go because he's already reached his limits.
Well, of course. What you're saying is that it's harder to play a Monk than a Bard. So in a way, Monk is just at harder difficulty than a Bard, and shall have to use skills to do things a spellcaster does with a single spell.

But, of course the 3.5 classes are, in fact, NOT balanced in relation to player skill. A Fighter is easy to play, but weak later on. A warblade is harder to play, but more versatile all around. A wizard ( a hard class to play, gameplay-skill wise ) is insanely powerful when in hands of a capable player. It does however, fit the pattern where an unskilled wizard player will be in trouble all around.

Still, I've seen a game where other players were three full casters, and they still felt iffy whether or not the pure monk in the party was overpowered. ( 3.5 monk with Imp. NA, high stats all around, slotless magic weapon enchantments and TWF chain, with kinda blasty casters. )

Actual gaming has all these fiddly bits like DMs, wizards who use fireballs, all sorts of magic items which are NOT custom-fitted to characters, house rules... In an environment like that, a monk can be quite playable - maybe a bit more playable than a fighter, even.
I don't necessarily disagree with you but hell under the right circumstances a commoner is playable. I mean if you have a wizard that tries to blast in fullplate, without ways of eleminating ASF, and a cleric with a 12 wisdom that likes spells with saves then a commoner could be a contributing member of the team (without having to resort to chicken infested).

Just because other people may gimp their character to put them on that level doesn't make the class good. That is the issue here in that the class itself is just poorly executed in what it was trying to do, not to mention a bit schizophrenic about deciding what it wants to do. BTW I love the monk concept but the class itself is just really hard to make useful unless you have some things that are way off from the norm.
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weenog

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Re: In Defense of the Monk ...
« Reply #67 on: July 09, 2010, 12:48:21 PM »
Well, of course. What you're saying is that it's harder to play a Monk than a Bard. So in a way, Monk is just at harder difficulty than a Bard, and shall have to use skills to do things a spellcaster does with a single spell.

But, of course the 3.5 classes are, in fact, NOT balanced in relation to player skill. A Fighter is easy to play, but weak later on. A warblade is harder to play, but more versatile all around. A wizard ( a hard class to play, gameplay-skill wise ) is insanely powerful when in hands of a capable player. It does however, fit the pattern where an unskilled wizard player will be in trouble all around.

Still, I've seen a game where other players were three full casters, and they still felt iffy whether or not the pure monk in the party was overpowered. ( 3.5 monk with Imp. NA, high stats all around, slotless magic weapon enchantments and TWF chain, with kinda blasty casters. )

Actual gaming has all these fiddly bits like DMs, wizards who use fireballs, all sorts of magic items which are NOT custom-fitted to characters, house rules... In an environment like that, a monk can be quite playable - maybe a bit more playable than a fighter, even.
I'm not sure where to begin addressing this, or if I even can, but I would like you to explain the red bold bit in a way that doesn't apply to every other class which can attempt an attack roll, which is all of them.
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Re: In Defense of the Monk ...
« Reply #68 on: July 09, 2010, 01:06:34 PM »
Classes don't actually change if played by someone with a lot of "gameplay skill" -- they're just played closer to the upper limit of what they can actually do.  A monk's limits of what he can do for his allies are just far lower than a cler -- actually, screw tier 1s -- a bard's limits for the same.  A monk might contribute as much as a bard if the monk's player puts a lot more skill or effort into it, but as the bard's player improves, the monk has nowhere to go because he's already reached his limits.
Truth there.
Most classes have a absolute bottom level, where no matter how retarded you play/build, you have that much power. These are usually the classes with lots of static class features.
The Monk has a slightly better absolute baseline, compared to a Fighter(who requires some halfway intelligent feat choices). On the other hand, almost all spellcasters are terrible at this bottom level, especially those like the Sorc who can't switch easily. Imagine a sorc 1 who fights with a dagger and knows only Floating Disk, Hold Portal and Jump.

Then theres the baseline level, where any player can reach without much effort. This is where you still have the healbot cleric, blaster wizard, etc. At this point the Monk begins to fall behind already, as using it exactly as intended generally leaves you with a dead Monk. It's not too obvious though, since nobody else at this level knows what the heck they're doing anyway.

Then theres baseline optimized, where you make some effort towards making things work, here the casters tend to pull ahead due to number of options, fighter sorts enter their speciality and generally speaking are pretty good at their narrow spec. God Wizards, uberchargers, etc. Monk has fallen completely behind, barring dips for it's front end special features.

Then theres maximum power. Mostly spellcasters left here. This is where you push the boundaries and borderline theoretical. Not much needs to be said.

From that, you can see, a Monk CAN work, mechanically speaking,if the group has no idea what it's doing either. It does perform slightly better if everyone in the party is actively deoptimizing though.
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Re: In Defense of the Monk ...
« Reply #69 on: July 09, 2010, 03:45:48 PM »
@Archangel_arcanis:
I'm just saying, that's one way it _could_ have been done... and in a way, the LEVELS can also be used as a gameplay skill guide, but that'd require balance between actual classes. (what with the whole increased options thing.)

It's probably best to start new players at level 1 with extra hit points and pregen characters. :/

It could've also been done, in some sort of organized play, "before you can play this class you must have played this class from level X to Y", type organization.
In some sense, a Warlock or any at-will class is the easy mode sorcerer/wizard. Perhaps a Warblade is the normal difficulty Fighter?

Of course, class power levels don't work like that. But it could have been done --- in a game organized such, the harder to play classes would in fact, be weaker in untrained hands, but they shouldn't go all quadratic in capable hands.

A Fighter is easy to play, but weak later on. A warblade is harder to play, but more versatile all around. A wizard ( a hard class to play, gameplay-skill wise ) is insanely powerful when in hands of a capable player. It does however, fit the pattern where an unskilled wizard player will be in trouble all around.
I'm not sure where to begin addressing this, or if I even can, but I would like you to explain the red bold bit in a way that doesn't apply to every other class which can attempt an attack roll, which is all of them.
Oh, it does... However, precisely BECAUSE the fighter lacks options it's easier to play - you can even make feat choices which merely give static boosts without granting further options. Alternatively, you can start a fighter out with static boosts and pick feats which give more options as your skills improve.

Fighter is the character closest to the basics of D20 system - roll d20 + something vs. DC (or AC, as it may be) and see if you succeed. Wizards, barbarians, some feats, etc. add a SEPARATE mechanic on top of the basic system, which increases the learning curve for a class.
The REASON why a simple class is good for a novice player, is that there aren't many things to keep track of.
( admittedly, a Rogue is just SLIGHTLY more difficult in that it needs to learn cover/concealment and when someone's flanked or denied dex to AC. )

(Aside, sorcerer is curious in that it's quite simple to play but rather difficult to build correctly.)

Of course, the possibility of adding a separate mechanic on top of D20 is part of the strength of the rule set, but basically you could drop Vancian casting or Initiating or Psionics or what-have-you on top of FUDGE and it would play practically the same.

This is one of the differences I spotted in the 2e Conan d20 ruleset - it added new options WITHIN the base d20 system - similarily how you have defensive fighting, overrun, bull rush and grapple in default combat ruleset in D20, there's a TON of more similar things you can do with Conan ruleset, some of which are opened up by picking a specific feat, and all of which could be easily backported to DnD, would fit right in, and give a nice, if slight,  boost to non-casters.

( Aside, part 2 --- I was thinking of how use-limited physical attacks can make sense.. and they do, really - certain moves may be powerful but will damage joints, exhaust muscles and so forth, so they have a practical limitation - you can try a flashy move more than your daily limit, but  you'll just fail and most likely injure yourself in the attempt. )

I digress a lot. And I'm getting WAAY off-topic.

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Re: In Defense of the Monk ...
« Reply #70 on: July 09, 2010, 04:36:27 PM »
Oh, it does... However, precisely BECAUSE the fighter lacks options it's easier to play - you can even make feat choices which merely give static boosts without granting further options. Alternatively, you can start a fighter out with static boosts and pick feats which give more options as your skills improve.

Fighter is the character closest to the basics of D20 system - roll d20 + something vs. DC (or AC, as it may be) and see if you succeed. Wizards, barbarians, some feats, etc. add a SEPARATE mechanic on top of the basic system, which increases the learning curve for a class.
The REASON why a simple class is good for a novice player, is that there aren't many things to keep track of.
( admittedly, a Rogue is just SLIGHTLY more difficult in that it needs to learn cover/concealment and when someone's flanked or denied dex to AC. )
By that logic, a commoner is the easiest class to play. Unless you define "play" as "have an actual effect on the game".
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weenog

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Re: In Defense of the Monk ...
« Reply #71 on: July 09, 2010, 06:04:22 PM »
I don't know what to say.  All I'm getting from this is "If D&D were different, then D&D would be different..  it's not, but it could have been" which is both obvious and useless.  Either I'm looking for meaning where there is none, or we're coming at this with such different fundamentally outlooks that mutual understanding and two-way communication are impossible.

Oh, it does... However, precisely BECAUSE the fighter lacks options it's easier to play - you can even make feat choices which merely give static boosts without granting further options. Alternatively, you can start a fighter out with static boosts and pick feats which give more options as your skills improve.

Maybe it is the different outlooks problem, because this in particular seems to at least be a (few) meaningful statement(s), but it also sounds plain crazy.  In terms of construction, the fighter has an overwhelming amount of options, far too many to take in all at once.  The trouble is, having no class features, he has to plan way ahead and combine his feats in synergistic ways to get anything done at all.  He can't take disconnected static boost feats and then start taking real feats later, not unless he wants to be npc warrior with slightly nearer misses on rolls he's still going to fail anyway.  Those feats are all he has.  You're holding up fighter as being easy to play for a reason that barbarian is good for newbies and fighter shouldn't even be shown to them.  Not what you meant to do, maybe, but how it looks to me.

By that logic, a commoner is the easiest class to play. Unless you define "play" as "have an actual effect on the game".

Replace commoner with warrior, and this is exactly what I thought when I read the bits of the post I could extract some sort of meaning from.
« Last Edit: July 09, 2010, 06:07:40 PM by weenog »
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Re: In Defense of the Monk ...
« Reply #72 on: July 10, 2010, 12:28:13 AM »
I'm sorry. I was temporarilly confused.

However, I see a Monk 11/DoD 8 with Snap Kick, IC (Gauntlets), and Roundabout Kick.

Yes, you can flurry with gauntlets normally; they count as unarmed attacks, except you don't need a feat for lethal damage.

I think having 7 attacks, 4 of which at your highest BAB, with a 20% critical chance with each blow is pretty nice.

ESPECIALLY when you factor in that you get another attack each time you crit...

And that attack can crit.

Can someone help me with the math here?
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On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

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Re: In Defense of the Monk ...
« Reply #73 on: July 10, 2010, 01:57:32 AM »
Yes, you can flurry with gauntlets normally; they count as unarmed attacks, except you don't need a feat for lethal damage.
What's the damage on those gauntlets?

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Re: In Defense of the Monk ...
« Reply #74 on: July 10, 2010, 02:21:34 AM »
I'm sorry. I was temporarilly confused.

However, I see a Monk 11/DoD 8 with Snap Kick, IC (Gauntlets), and Roundabout Kick.

Yes, you can flurry with gauntlets normally; they count as unarmed attacks, except you don't need a feat for lethal damage.

I think having 7 attacks, 4 of which at your highest BAB, with a 20% critical chance with each blow is pretty nice.

ESPECIALLY when you factor in that you get another attack each time you crit...

And that attack can crit.

Can someone help me with the math here?
you don't need to gauntlets. Monk 1 makes your unarmed strikes deal lethal damage and you can take Imp. Crit for unarmed. You should be able to use TWF and flurry at the same time with unarmed as well, i think that is in the FAQ.
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Re: In Defense of the Monk ...
« Reply #75 on: July 10, 2010, 02:23:36 AM »
<Minor Necromancy>

I have figured out one thing a monk does better than other noncasters in core: ranged attacks.

If you look at Flurry of Blows, they can flurry with Shuriken. Meaning that while other people are left with just 1 ranged attack in a round, Monks can have 3 at 11th level.

Consider that in terms of poisons...

Anyway, your probably going to give me a good reason why this isn't the case, but a ranged Monk would be interesting to see.
Ghosts.  That is all.

But, yeah.  If you flurry with splash weapons, a monk/serene guardian can be marginally effective due to their no-save confusion ability.
« Last Edit: July 10, 2010, 02:25:37 AM by The_Mad_Linguist »
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Re: In Defense of the Monk ...
« Reply #76 on: July 10, 2010, 02:32:13 AM »
<Minor Necromancy>

I have figured out one thing a monk does better than other noncasters in core: ranged attacks.

If you look at Flurry of Blows, they can flurry with Shuriken. Meaning that while other people are left with just 1 ranged attack in a round, Monks can have 3 at 11th level.

Consider that in terms of poisons...

Anyway, your probably going to give me a good reason why this isn't the case, but a ranged Monk would be interesting to see.
Ghosts.  That is all.

But, yeah.  If you flurry with splash weapons, a monk/serene guardian can be marginally effective due to their no-save confusion ability.
unless serene guardian makes splash weapons monk special weapons then you can't.

here is the FAQ question i was thinking about, and considering that unarmed strike ability specifically states you can use use your unarmed strike as an offhand attack then you can use your unarmed (or any monk weapons) with both TWF and flurry.
Quote
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Re: In Defense of the Monk ...
« Reply #77 on: July 10, 2010, 02:56:58 AM »
Alchemical shuriken.
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Re: In Defense of the Monk ...
« Reply #78 on: July 10, 2010, 04:28:14 AM »
I don't know what to say.  All I'm getting from this is "If D&D were different, then D&D would be different..  it's not, but it could have been" which is both obvious and useless.  Either I'm looking for meaning where there is none, or we're coming at this with such different fundamentally outlooks that mutual understanding and two-way communication are impossible.
Like I said, I digress a lot, go off on tangents and so forth... and since I'm not writing a paper or anything I work on ideas as I write --- think with my fingers, so to speak.
Quote
Oh, it does... However, precisely BECAUSE the fighter lacks options it's easier to play - you can even make feat choices which merely give static boosts without granting further options. Alternatively, you can start a fighter out with static boosts and pick feats which give more options as your skills improve.
Maybe it is the different outlooks problem, because this in particular seems to at least be a (few) meaningful statement(s), but it also sounds plain crazy. In terms of construction, the fighter has an overwhelming amount of options, far too many to take in all at once. The trouble is, having no class features, he has to plan way ahead and combine his feats in synergistic ways to get anything done at all.  He can't take disconnected static boost feats and then start taking real feats later, not unless he wants to be npc warrior with slightly nearer misses on rolls he's still going to fail anyway. Those feats are all he has.  You're holding up fighter as being easy to play for a reason that barbarian is good for newbies and fighter shouldn't even be shown to them.  Not what you meant to do, maybe, but how it looks to me.
Weak =/= Unplayable. I did sort of make the assumption that newbies play the easier classes while the more experienced play the ones requiring more gameplay skill, so, my bad.
I am also NOT paying much attention at the power parity between classes, so Barb is roughly equal to Fighter here, which is roughly equal to a Warrior (same thing, just weaker). 
Fighter is potentially a bit simpler to play than Barb, by the difference of Rage, but that's not much of an extra mechanic to keep in mind. You're still going to end up with people forgetting to add 1.5 times the extra STR to 2h attacks, forgetting the temp HP, and so forth.

By that logic, a commoner is the easiest class to play. Unless you define "play" as "have an actual effect on the game".

Replace commoner with warrior, and this is exactly what I thought when I read the bits of the post I could extract some sort of meaning from.
[/quote]
Correct! At first level, a fighter with Toughness and Weapon Focus, for an example is effectively a super-tough Warrior and OF COURSE it's much weaker than almost anything else, comparably. It also touches the minimal possible amount of EXTRA rules. The fact that simple classes are weaker is something of a case of 'could'a, would'a, should'a' with the rules, as the Druid is seen as overpowered precisely because it has way more options than other classes.

I think one of the good things about retraining rules is that it reduces the focus on builds.

One player of mine initially wanted to make a simple character, yet ended up as a Wiz/Warblade/JPM gish, so now he has to juggle two entire sets of rules AND keep in mind JPM's special abilities. After a long pause, he generally has NO idea what the character can even do. Another player is getting UTTERLY frustrated with the 'game' side of things, and flat out REFUSED to update his paladin's Smite Evil to Pathfinder's release rules. My most savvy player just built his first Sorcerer, and since he wanted to focus on ranged touch spells, he picked every ray spell he ran into, so now he has several ray attack spells at EACH level. T_T

Most of my players aren't all that fond of reading rulebooks.
....
Okay, I ended up ranting.
There IS one player who ALWAYS plays a pure Dwarven Fighter (unless either of those things are explicitly banned), and he's quite happy to just stand in melee and swing away. By allowing him to be the very best there is in this, he gets the gameplay experience he's after.

My original point was that the Monk (and the Rogue) can be seen as the 'harder' difficulty melee class, skill-wise, as they have increased options at the cost of weaker base numbers. The fact that monks are weak, unless built and played in specific ways is just a failure in the class's design, not the concept.

Bard is really the better example, as they are rather powerful, but only when utilized correctly. Of course, there's the CO game which can be played without disrupting the group, by specifically picking underpowered classes which require heavy optimization to be balanced with other classes even moderately optimized.

On the other hand, put a shining diamond of a character which requires the use of flanking, cover, spatial awareness and knowledge of special abilities to the hands of a player who doesn't care for such things and you might as well hand them that Warrior/Commoner. Our group played YEARS with a rogue who never sneak attacked.

Back to the point: The DM could utilize the different difficulty levels between classes, guiding their players towards classes which match the individual gameplay skill. This can be used to tweak the gaming experience so that everyone's satisfied.
....although as seen with the Delve sheets, sometimes it's just a difference in how you present the various character abilities.

But, as this post is even now HARDLY concise, and is already way too long, I'll avoid digressing any further into the various subtopics.

Solo

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Re: In Defense of the Monk ...
« Reply #79 on: July 10, 2010, 06:15:08 AM »
Quote

My original point was that the Monk (and the Rogue) can be seen as the 'harder' difficulty melee class, skill-wise, as they have increased options at the cost of weaker base numbers.
What options?

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.