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ZorroGames
2017-04-28, 04:56 PM
First, apologies to Five Man Electric Band.

Second, these will be standard array thoughts, point buy to follow in second thread.

Okay, not looking for the perfect optimization but just some feed back about potential starting stats for Dwarf Monks.

Standard Schematic
ST,IN,WI,DE,CO,CH Base stats. Hill Dwf. Mountain Dwf.

1) standard array
12,10,15,14,13,8.
14,10,16,14,13,8.
14,10,15,14,15,8.

2) alternate standard array
8,10,15,13,14,12.
10,10,16,13,14,12.
10,10,15,13,16,12.

Anything jump out to anyone about any of these four sets of starting abilities?

Are there any "glass jaw" stats that might affect the game play of the character that might not be obvious to me as a new player?

What role play nuances might be hidden in the base starting stats that you see?

What role(s) would these beginning numbers lend themselves to in initial game play?

Thanks in advance.

ad_hoc
2017-04-28, 05:50 PM
You are overthinking it.

Dex>Wis>Con>Str=Int=Cha

ZorroGames
2017-04-28, 10:21 PM
You are overthinking it.

Dex>Wis>Con>Str=Int=Cha

I also had the formula for Hill Dwarf adding +2 to ST instead of CO. Rusty programming skills, not used for 30 years and it showed.

djreynolds
2017-04-29, 01:31 AM
A monk needs dex, wisdom, and con... hill dwarf gives 2 of those and +1hp

str/dex/con/int/wis/chr

8/15/16/10/16/8 AC15 and now just blast dex through the roof and the odd stat in dex can be fixed later on.

level 4 dex 8/17/16/10/16/8
level 8 dex 8/19/16/10/16/10
level 12 dex/wis 8/20/16/10/17/8
level 16 grab observant (+1 wisdom) 8/20/16/10/18/8

ZorroGames
2017-04-29, 11:34 AM
Good example in the previous reply, thanks.