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Re: Advice for a Monk
Posted: Sat Jul 02, 2011 10:13 am
by sepulchre
There are some rulings you might wish to apply AC-wise. Oriental Adventures introduces a granular version of monk AC with the inclusion of style. You may wish to appropriate this idea and keep close to the abstraction of the PHB monk, i.e. karate AC 8, Kung fu 7,
Aikido 6. Also, a style's base AC might increase once the monk acquired experience lvls in which his AC (per se the PHB) exceeded the base AC of the style. You might rule with some styles a lower saving throw against missile attacks permissable.
Offensively you might rule that a style like kung fu begins with a higher damage dice or (if 'to hit' armor type modifiers are used) let the monk strike as a club or bo stick as opposed to fist/open hand. With some of these advantages a monk might also have the disadvantage of -2lvls with reference to #att, damage etc or softer styles may only need to strike AC10 or AC8 for instance. Lots of creative license can be employed here within reason...
Re: Advice for a Monk
Posted: Sat Jul 02, 2011 2:49 pm
by AxeMental
One easy fix is to give all stat bonuses to monks (and give them fighter bonus for con).
Re: Advice for a Monk
Posted: Thu Jul 07, 2011 2:47 pm
by Aplus
sepulchre wrote:There are some rulings you might wish to apply AC-wise. Oriental Adventures introduces a granular version of monk AC with the inclusion of style. You may wish to appropriate this idea and keep close to the abstraction of the PHB monk, i.e. karate AC 8, Kung fu 7,
Aikido 6. Also, a style's base AC might increase once the monk acquired experience lvls in which his AC (per se the PHB) exceeded the base AC of the style. You might rule with some styles a lower saving throw against missile attacks permissable.
Offensively you might rule that a style like kung fu begins with a higher damage dice or (if 'to hit' armor type modifiers are used) let the monk strike as a club or bo stick as opposed to fist/open hand. With some of these advantages a monk might also have the disadvantage of -2lvls with reference to #att, damage etc or softer styles may only need to strike AC10 or AC8 for instance. Lots of creative license can be employed here within reason...
The DM in our game is only using stuff from PHB/DMG and OSRIC. At any rate, I'm happy with my monk so far. I survived another session without issue. Hopefully I can hit level 2 within the next two sessions or so.
That being said, I'll have to see if I can find myself a copy of OA. It sounds pretty neat.
Re: Advice for a Monk
Posted: Fri Jul 08, 2011 11:45 am
by rogatny
The ability to dodge missiles via saving throws mitigates the bad AC to some extent. Plus, you should have a decent Dex for the purposes of firing missile weapons and get a damage bonus to boot. Thus, at early levels, you want to use your speed to stay out of melee combat and fire missile weapons at your opponents. As your ac, open hand combat, and damage bonus improves, you can start getting into melee combat more.
Your first weapon proficiency should be with a missile weapon. The light crossbow is nice for its range and Weapon v. AC bonuses (if your DM uses it). Remember that you're trying to stay out of melee combat. So a weapon that does more damage, has a higher rate of fire, or can double as a melee weapon may not be your best choice. Range is the key. You get new proficiencies fairly quickly. So by the time you're tough enough to duke it out in hand-to-hand combat, you'll have a good selection of melee weapon options. A nice dungeon-ready pole arm like the bardiche or halberd isn't a bad option for your second weapon.
Re: Advice for a Monk
Posted: Fri Jul 08, 2011 11:59 am
by rogatny
...and a related monk question I never thought about...
We all know the monk does not get the dex bonus to his AC. Should he however get the dex bonus for saving throws when saving to avoid missile weapons?
From the PHB pg. 11:
Defensive Adjustment refers to the penalty or bonus applicable to a character’s saving throws against certain forms of attack (such as fire ball, lightning bolts, etc.) due to dodging ability.
Certainly sounds like that applies to me. I've never allowed it before, but would allow it going forward unless someone has some textual reason why it shouldn't be allowed.
Re: Advice for a Monk
Posted: Fri Jul 08, 2011 12:38 pm
by Aplus
I've been getting the saving throw bonus. I have yet to come across anything that suggests this should not be the case. For the monk entry, it specifically says:
Dexterity gives them no armor class adjustment.
No mention is made of saving throws.
Re: Advice for a Monk
Posted: Fri Jul 08, 2011 12:50 pm
by rogatny
Thus you're losing your +3 AC bonus in exchange for a 60% chance to dodge any missile fired at you. (17 Dex, right?) That's a great trade as long as you can stay out of melee combat. Considering your 15" movement and the fact that you should pretty much never be surprised absent extraordinary circumstances (or bugbears), you should always be able to stay far enough away to avoid charges.
Dodge those missile weapons and take whatever pot shots you can.
Re: Advice for a Monk
Posted: Mon Apr 01, 2013 1:37 am
by deathanddrek
I rolled up my first ever monk this weekend. Min-maxed my way into dual-wielding hand axes after I couldn't afford a halberd with my starting gold. Good to find that advice listed here.

Re: Advice for a Monk
Posted: Wed Apr 03, 2013 9:02 pm
by ken-do-nim
Here are some things to consider and know when playing a 1E monk:
1) You absolutely do get your weapon damage bonus with a missile weapon. Consider that you can throw 3 darts per round, and by the time you are say 6th level, that's 1-3 +3 each. But crossbow should probably come first because of its range.
2) The bo stick and jo stick have their weight and damage reversed; i.e. bo sticks should have an encumbrance of 40 and do 1-6/1-4 while each smaller jo stick should have an encumbrance of 15 and do 1-6/1-3. But unless your DM has cool house rules to use for them, don't bother. (I allow monks to substitute open hand attacks with them, so in my game a 9th level monk with 2 attacks can make one open hand and one jo stick, or both jo stick.)
3) A high dexterity monk pc either dual-wielding hand-axes or with both hands on a halberd shouldn't even bother with open hand attacks until around 9th level. Stuns and kills are hard to get off.
One proficiency path you can consider:
1) hand-axe
3) crossbow
5) halberd or ranseur
Re: Advice for a Monk
Posted: Wed Apr 03, 2013 9:13 pm
by deathanddrek
Cheers!
Re: Advice for a Monk
Posted: Thu Apr 11, 2013 12:30 pm
by wolfpack
As far as str bonus to missle weapons refer to page 64 of the DMG
"Strength Bonus Considerations: The strength bonus for hitting and
damage does not apply to missiles unless the character so entitled
specifically takes steps to equip himself or herself with special weapons to
take advantage of the additional strength. This will result in the weapon
having an additional chance to hit and do the additional damage as well.
In no event will it add to the effective range of the character’s weapon.
Thus, the character will employ a heavier missile or a more powerful bow
and heavier arrows or larger sling missiles to gain the advantage of
strength. To do so, he or she must obtain the special weapon or weapons,
and this is within the realm of your adjudication as DM as to where and
how it will be obtained, and how much cost will be involved."
So to get bonus damage you have to have a special version of the weapon made, where to get it and cost is up to the DM.
At higher levels your unarmed combat will trump using a weapon in melee so I agree with everyone saying use a missle weapon for now light crossbow, javelin, spear, dagger.
Keep in mind however that as you advance your unarmed combat will not work against creatures that reqiure +1 or better weapon to hit. So when you do select a 2nd weapon you might want to pick somehting common enough that you are likely to find a magic version. Probably dagger or spear.
Re: Advice for a Monk
Posted: Thu May 09, 2013 2:01 pm
by ScottyG
A low level monk should stick to missile support in combat. I'd start with a crossbow. Actually, monks never really get that good at melee combat with opponents that have decent AC. And the cleric chart should be the chart you use.
I'd take a spear next, because it's versatile, better damage against large creatures than a hand axe, and you have a decent chance of finding a magic spear.
Next Dagger or hand axe. I’d go with the dagger.
My monk has a ring of blinking that has made a big difference in melee situations.
Re: Advice for a Monk
Posted: Thu May 09, 2013 2:39 pm
by EOTB
With the BtB AC Type adjustment for open hand attacks against AC 10 (+3 IIRC), the stunning percentage that gets better with level, the corresponding smaller chance of instant kill, and their superior movement rate, Monks are excellent for flanking and killing magic-users. They are almost purpose built for the task starting around 5th - 6th level.
Use movement to flank, then charge. If the DM uses all the AD&D initiative mini-rules, all the better. Get the M-U on the ground stunned, and kill him fast. Then get out of that position before multiple opponents can break away to deal with you in their back line.
It's high risk, but high reward. In a decent sized party, a dedicated M-U killing monk can be a very valuable asset, even if the party has to raise him every once in a while. But parties of 6-10 PCs are rare anymore.
Re: Advice for a Monk
Posted: Thu May 09, 2013 6:29 pm
by AxeMental
If you have a monk with an 18 dex and allow them to use that in conjunction with their natural improvement in AC and found magic, they can hold their own (and when you consider there are students in martial arts that are more agile, graceful etc. (others who are just naturally slow, unlimber, not coordinated) it seems reasonable.
HPs are problematic, but as someone else mentioned they can use darts etc. (so keep to the back). They make fantastic scouts and can function as thieves (that can hall ass to the back when they have to). Blocking arrows, dodging some magic can make them critical in certain situations.