Aquillion
2008-04-01, 10:37 AM
I am tired of overpowered monks running through my game, slaughtering everything with Divine Power and Polymorph. My mage, cleric, and druid are threatening to quit in disgust over constantly being overshadowed by the monk's abilities.
Therefore, I need some suggestions on ways to nerf monks. Not too much, I understand that having them being so powerful is part of what makes them like a monk, but still, they can't win every time.
So far, I've considered the following possibilities:
Dropping their BAB to 1/2. This might work, but wouldn't keep them from using Divine Power. Plus, monks probably have str as their highest stat, so this won't hurt so much.
Make Flurry require two full-round actions (you have to remain in one spot for two turns in a row, although you can take a 5-foot step on each. You flurry at the end of the second turn.) This would require more planning, but I sort of like this option.
Make their ref save a weak save. They're going to have dex as their highest stat for the AC, so why do they need a good ref save?
Make Tongue of the Sun and Moon a 1/day ability that lasts for rounds/level and only allows you to talk to a single creature each time it is used. This ability is completely overpowered; I can't even begin to count the number of times murder-mystery adventures I was running were ruined by the monk announcing "I'll ask the squirrel who did it!"
Change skill points per level to 2. Chances are the monk has int as their highest stat anyway, why do they need skill points on top of that?
Remove Polymorph, Divine Power, and Anti-Magic Field from their list of class abilities. Why on earth were those there in the first place?
Change HD to 1d4. Every monk has con as their highest stat anyway for the HP, they don't need a good HD size on top of it. Change fort save to weak for the same reason.
Change Abundent Step to 1/week. Sooo broken.
Weak will save. Monks are going to have wisdom as their highest stat in any case, for the AC bonus and stunning fist.
Make Quivering Palm 1/year. Even then, it's probably overpowered.
Remove Diplomacy from list of class skills. Why do they need that when they're going to have Charisma as their highest stat so they can UMD?
Perfect Self should make them immune to being brought back from the dead, like most outsiders. That would make it at least a little balanced.
Their Slow Fall ability should require a Ring of Slow Falling to operate. I think that that's only fair, since it puts them in line with the less powerful classes.
I'm not sure this is enough, though. Does anyone have any other suggestions to keep monks from dominating my games?
Therefore, I need some suggestions on ways to nerf monks. Not too much, I understand that having them being so powerful is part of what makes them like a monk, but still, they can't win every time.
So far, I've considered the following possibilities:
Dropping their BAB to 1/2. This might work, but wouldn't keep them from using Divine Power. Plus, monks probably have str as their highest stat, so this won't hurt so much.
Make Flurry require two full-round actions (you have to remain in one spot for two turns in a row, although you can take a 5-foot step on each. You flurry at the end of the second turn.) This would require more planning, but I sort of like this option.
Make their ref save a weak save. They're going to have dex as their highest stat for the AC, so why do they need a good ref save?
Make Tongue of the Sun and Moon a 1/day ability that lasts for rounds/level and only allows you to talk to a single creature each time it is used. This ability is completely overpowered; I can't even begin to count the number of times murder-mystery adventures I was running were ruined by the monk announcing "I'll ask the squirrel who did it!"
Change skill points per level to 2. Chances are the monk has int as their highest stat anyway, why do they need skill points on top of that?
Remove Polymorph, Divine Power, and Anti-Magic Field from their list of class abilities. Why on earth were those there in the first place?
Change HD to 1d4. Every monk has con as their highest stat anyway for the HP, they don't need a good HD size on top of it. Change fort save to weak for the same reason.
Change Abundent Step to 1/week. Sooo broken.
Weak will save. Monks are going to have wisdom as their highest stat in any case, for the AC bonus and stunning fist.
Make Quivering Palm 1/year. Even then, it's probably overpowered.
Remove Diplomacy from list of class skills. Why do they need that when they're going to have Charisma as their highest stat so they can UMD?
Perfect Self should make them immune to being brought back from the dead, like most outsiders. That would make it at least a little balanced.
Their Slow Fall ability should require a Ring of Slow Falling to operate. I think that that's only fair, since it puts them in line with the less powerful classes.
I'm not sure this is enough, though. Does anyone have any other suggestions to keep monks from dominating my games?