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TOPIC: What Changes To Make on Character Cards in 2016?

Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #157

Monks and Wizards are squishy... Monks base AC helps make them less so, and will admit wizards have the hardest time getting a high AC.
You don't have to outrun the monster, just the guy next to you - The buddy system.

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #158

The main AC item for Wizards is....


The Paladin :P
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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #159

Harlax wrote: The main AC item for Wizards is....


The Paladin :P


LOL unless you are doing some of the crazy dex/AC build. I believe with a few tweaks you can make a AC 30 wizard, but that would require high end tokens.
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Last edit: by FiannaTiger.

Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #160

Of course the Wizard is worse off than the monk for AC however that is expected. The Wizard is a glass cannon. Low hp low defense high damage and area damage.
The Barbarian is high damage low defenses but has high hp.
the fighters have medium damage but high hp and very high AC.

The monk has good saves but they aren't significantly better than others. They don't have terrible hit points but are behind the front liners. And they don't have the weapons to really compete in damage. So where is the monks role? If there were more opportunities for the monk to make the saving throw for the party or to allow the monk to take the uncommon attacks which he can handle better (missiles and reflex saves) that could carve out a niche for him. Otherwise he just becomes the guy to tap people into better positions in a fight.

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #161

Matthew Davidson wrote: Of course the Wizard is worse off than the monk for AC however that is expected. The Wizard is a glass cannon. Low hp low defense high damage and area damage.
The Barbarian is high damage low defenses but has high hp.
the fighters have medium damage but high hp and very high AC.

The monk has good saves but they aren't significantly better than others. They don't have terrible hit points but are behind the front liners. And they don't have the weapons to really compete in damage. So where is the monks role? If there were more opportunities for the monk to make the saving throw for the party or to allow the monk to take the uncommon attacks which he can handle better (missiles and reflex saves) that could carve out a niche for him. Otherwise he just becomes the guy to tap people into better positions in a fight.


What level are you saying they don't have the weapons to compete with other classes? Red? UR? Relic/Leg?
You don't have to outrun the monster, just the guy next to you - The buddy system.

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #162

Red with a dash of purple.
Maybe I'm wrong and just stating them incorrectly.
Feels like a Fighter is about a +8 to hit, +6 damage and 27-28 AC
Monk would be around a +4-5 to hit, +3 damage and 22 AC

Again, I could be wrong, but it feels like the Monk is underpowered at least at that gear level or lower, and I think rather than trying to make him compete, it would be nice to see a new niche for him.

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #163

One attack at +8 to hit & +6 damage vs. two attacks each at +4 to hit & +3 damage sounds pretty balanced to me.
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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #164

Druegar wrote: One attack at +8 to hit & +6 damage vs. two attacks each at +4 to hit & +3 damage sounds pretty balanced to me.


Plus the ability to go for one hit and one bump. Monk is pretty nice, but a new ability or two would sweeten the pot.

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #165

Matthew Davidson wrote: Red with a dash of purple.
Maybe I'm wrong and just stating them incorrectly.
Feels like a Fighter is about a +8 to hit, +6 damage and 27-28 AC
Monk would be around a +4-5 to hit, +3 damage and 22 AC

Again, I could be wrong, but it feels like the Monk is underpowered at least at that gear level or lower, and I think rather than trying to make him compete, it would be nice to see a new niche for him.


I did a few test on red only and pretty much used only UR's for weapons, and came up with the following.

Fighter +9 +9 AC 25 - 1 attack vs Monk +7 +8 AC 20 with 2 attacks even without the second viper weapon and just using his hand he would still have +7 +8 but less average damage.

So Fighter has a higher AC and 2 better to hit and one more damage, but compare that to two attacks? I think it's pretty balanced.
You don't have to outrun the monster, just the guy next to you - The buddy system.

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #166

How about giving the Monk an ability that lets a party member reroll a save. Limit it to once for each different save (REFL, FORT, STAM) per dungeon. It could be marked off the card by the DM putting a line through the different category at the bottom of the card.

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #167

balthasar wrote: How about giving the Monk an ability that lets a party member reroll a save. Limit it to once for each different save (REFL, FORT, STAM) per dungeon. It could be marked off the card by the DM putting a line through the different category at the bottom of the card.


Or better yet, let a monk "guard" in terms of saves another character. Maybe only so many times per game.
You don't have to outrun the monster, just the guy next to you - The buddy system.

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #168

I feel like the Flurry of Blows for the monk is balanced in of it self. You get two attacks, but throwing two pucks is more difficult than one.

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