Results 391 to 408 of 408
Thread: 4-elements Monk
-
2020-05-31, 05:17 PM (ISO 8601)
- Join Date
- Oct 2014
-
2020-05-31, 06:01 PM (ISO 8601)
- Join Date
- Nov 2011
- Location
- Waterdeep
- Gender
Re: 4-elements Monk
Wasn't really, was just matching equivalent spell point cost to prof bonus.
Roll for it 5e Houserules and Homebrew
Old Extended Signature
Awesome avatar by Ceika
-
2020-05-31, 08:18 PM (ISO 8601)
- Join Date
- Oct 2014
Re: 4-elements Monk
Well, you shouldn't. The Elemonk's discount on 3rd+ level spells is a nice feature, and one of the reasons they get dramatically better at level 11. Fly, Fireball, and/or Hold Person III (upgrades to Hold Person IV at level 13) plus one more (e.g. Shatter for fire-immune mobs, or Shape the Flowing River for situational full/partial cover) ~3 times per short rest is not a bad little package for a monk.
Last edited by MaxWilson; 2020-05-31 at 09:56 PM.
-
2020-05-31, 11:11 PM (ISO 8601)
- Join Date
- Nov 2018
Re: 4-elements Monk
Yeah, I would never create an encounter with 15 Githyanki Warriors without some miniboss type Githyanki with them, and generally avoid really large encounters that aren’t at least Deadly, for my own sanity. I have run with as many as seven players at my tables, and a 7 on 30 combat can drag on interminably.
-
2020-06-01, 01:57 AM (ISO 8601)
- Join Date
- Oct 2014
Re: 4-elements Monk
It's already Deadly x2 (for four 13th level PCs) with 15 Githyanki Warriors. How does making it bigger and deadlier help your sanity? Was that a typo, and are you trying to say that you'd make it *smaller* for your own sanity?
15 Githyanki Warriors and a Gish are triple-Deadly, 65,600 adjusted XP. If you're trying to cut that down to just normal Deadly you can only afford 1 Gish + 5 Githyanki Warriors, and if so then yeah, I can see why Fireball wouldn't be attractive. It's redundant against small numbers of foes, you'd be better off with just Hypnotic Pattern.
Playstyle difference.Last edited by MaxWilson; 2020-06-01 at 03:29 AM.
-
2020-06-01, 08:00 AM (ISO 8601)
- Join Date
- Jul 2013
Re: 4-elements Monk
I'm faintly amused by how the discussion of how to fix the 4E Monk keeps focusing on fire-themed spells. To me, it's just more damning evidence of how this subclass can't do its job either in a game mechanics or narrative respect.
I'll reiterate: multi-element wielders are surprisingly rare in action-adventure fiction, especially if it's more than two. They're not non-existent, but for every Aang you have five Scorpions. The irony of the 4E Monk is that if they were just an Airbender or a Lightningbender monk they would've found a larger audience.
-
2020-06-01, 08:08 AM (ISO 8601)
- Join Date
- Dec 2008
Re: 4-elements Monk
If I can make a suggestion to the guys finagling about spells.
Ignore them. What do you want the 4E Monk to be able to do at what level? Make yourselves a big list.
If there’s a spell that fits at that level, perfect. If there’s not make the ability yourself.
-
2020-06-01, 08:28 AM (ISO 8601)
- Join Date
- Nov 2013
Re: 4-elements Monk
Alternatively allow them to change the energy type. For example, they have Burning Hands at level 3. They can make it Freezing Hands, Electric Hands, or Corrosive Hands when they spend the ki to do it. Gaseous Form can be Mist Form to swim and breathe underwater, Rock form to burrow under ground. Ember form may not work if going through lava or a wall of fire unharmed is a bother, but maybe it is fine at the level it's acquired.
-
2020-06-01, 08:52 AM (ISO 8601)
- Join Date
- Nov 2018
Re: 4-elements Monk
It is a “deadly” encounter by DMG standards, but I would not consider an encounter with 15 super mooks (as I would categorize them at Tier 3) as Deadly, in real terms. Where’s the tactical problem? Avoid getting swarmed by mooks who can teleport short distances? That’s not worth the real-time cost of running the combat for me.
Why isn’t the Gish with the Dragon leading them? Why invite defeat in detail? Why didn’t I (as DM) provide a boss for them to potentially negotiate with? I’m much better improvising motivations for single NPCs, so I almost always include bosses with mooks.
An encounter with a Drow guard force might start with 20 Drow, 2 Elite Warriors and a Mage, and escalate from there, with reinforcements like 2 Drow mages and a Stone Golem (flying and hasted by the two mages).
I will note that for quite some time the majority of my Tier 3 players were DMs for other tables on other nights, and I made a point of never turning down or even discouraging any AL legal optimized builds, so my disconnect between DMG “Deadly” and players actually breaking a sweat may be higher than some.
Someone playing an Elemonk at my table would likely get far more mileage out of Fly, or Gaseous Form than Fireball.Last edited by Zuras; 2020-06-01 at 09:09 AM.
-
2020-06-01, 10:01 AM (ISO 8601)
- Join Date
- Jun 2016
Re: 4-elements Monk
I've proposed something similar here. Rather than focus on spells, I said to just keep the raw disciplines and give a couple of extra abilities based on the elements you picked. If you choose air for your discipline(s), then you get
Spoiler: Air
If you choose 1 or 2 water disciplines, then you get to learn:
And so on.
I figure they add a nice mix of minor thematic at-will abilities, and somewhat powerful thematic ki-based abilities (though the buff for having 2 water disciplines is still at-will).Last edited by HPisBS; 2020-06-01 at 10:14 AM.
-
2020-06-01, 11:58 AM (ISO 8601)
- Join Date
- Oct 2014
Re: 4-elements Monk
The risk is facing 735 HP of Githyankis who can do 120d6+60 (480) HP, mod hit percentage, of damage in one round in extremely mobile hit-and-run combat. If you try to Hypnotic Pattern five of them who happen to be close together, you'd better have a terrific AC from multiclassing Forge Cleric or something, or the other ten will just hit you until you lose concentration and/or die. It's even tougher if you haven't fought Githyanki before and so don't realize that they can teleport until e.g. you blow a turn and some spell slots capturing five of them inside of a Wall of Force that they just ignore, and then hit you back for 80+ HP of damage.
It's not an unsolveable problem, but it's tougher than other ways the DM could spend the equivalent XP budget. It's tougher in most ways than a CR 20 Nightwalker, for example, which basically can't do anything but die if you just toss a Confusion spell on it.
Why isn’t the Gish with the Dragon leading them? Why invite defeat in detail?
From a game mastering perspective, a certain amount of inviting defeat in detail is expected. You might as well ask why it's four to six encounters instead of one giant encounter against 30 Githyanki, a Gish, a Young Red Dragon, four Frost Giants, an Abominable Yeti, six Neogis, six Umber Hulks, a Nightwalker, and a hobgoblin platoon. It's the DM's job to think up scenarios where the PCs have the chance to do interesting things without getting squished like a bug. One giant encounter is sometimes justified for military scenarios, but not in the urban multi-sided MacGuffin race I had in mind when I wrote that list of encounters.
Why didn’t I (as DM) provide a boss for them to potentially negotiate with? I’m much better improvising motivations for single NPCs, so I almost always include bosses with mooks.
An encounter with a Drow guard force might start with 20 Drow, 2 Elite Warriors and a Mage, and escalate from there, with reinforcements like 2 Drow mages and a Stone Golem (flying and hasted by the two mages).
BTW, Drow Mages have crummy Con saves and only 45 HP. A Fireball that wipes out some drow footmen and breaks the concentration of and heavily wounds a Drow Mage is worth it.
I will note that for quite some time the majority of my Tier 3 players were DMs for other tables on other nights, and I made a point of never turning down or even discouraging any AL legal optimized builds, so my disconnect between DMG “Deadly” and players actually breaking a sweat may be higher than some.
Someone playing an Elemonk at my table would likely get far more mileage out of Fly, or Gaseous Form than Fireball.Last edited by MaxWilson; 2020-06-01 at 02:25 PM.
-
2020-06-01, 03:32 PM (ISO 8601)
- Join Date
- Nov 2018
Re: 4-elements Monk
Granted. It's a playstyle difference. I bet you don't even do the Drow squad scenario very often--I'm betting it's rare (less than 1/3 of encounters) for your players to be outnumbered by 2:1 by the monsters.
The flying Drow Mages, on the other hand, can send in the Stone Golem into the fight while chucking fireballs from beyond counterspell range, and (in the actual battle, at least) then hiding behind stalactites in the ceiling at the end of their turns, forcing the PCs to either ready an action to shoot them or try flying up themselves, allowing interesting complications to ensue, like the GWM Fighter getting his Fly spell dispelled and falling to the bottom of the cavern after he took out the first mage. Lots of additional complications ensued eventually (they ended up facing the entire contents of the drow fort in about 3 waves, and the warlock got to use Soul Cage to eavesdrop on the enemy plans when they organized the final and largest wave).
In any event--yes, less than a third of the encounters I design outnumber the party by more than 2x, at least the ones that I expect will result in combat. Instead of 20 Orcs to threaten a Level 4 party, I'd probably go with 6 orcs, 2 orc berserkers, a blade of Ilneval and an Eye of Gruumsh for the same approximate adjusted XP. Building reasonable lineups of units and running them with strong but monster appropriate tactics is one of the fun things I enjoy about DMing. I play with veteran power-gamers, and only manage to push them to the danger zone about one time in three, but the times when things work are pretty epic. Granted, players have a very different appreciation for how threatened their characters are, so they probably felt pushed more often.
TLDR--combat with lots of units takes a long time. If I'm going to run that kind of combat, it's either going to be an epic fight or because the PCs screwed up and alerted the entire enemy base to their presence.
-
2020-06-01, 04:08 PM (ISO 8601)
- Join Date
- Oct 2014
Re: 4-elements Monk
Ah, then I see it differently. That fight is interesting because of questions like "if we Dash away at 60'/round while leaving one guy limping behind at 40'/round, can we tempt the Gith into converging on him in Fireball formation?" Especially if the gith are initially converging on the party from different directions. The interesting questions are about timing and geometry and deception, and to a lesser extent about things like "which spell to concentrate on?" and "do you think there are any more githyanki incoming from a different approach vector?"
As far as dramatic interest goes, there's also plenty of stuff to roleplay with. You've got a bunch of highly-intelligent militaristic immortal fanatics, and if you want to knock some of them out and turn them into your patsies via Modify Memory or Alter Self + infiltraton, go right ahead. Maybe you can steal some of their info about the MacGuffin that way.
So it's already interesting, and I just don't see how adding a couple of fragile mages supporting a flying, Hasted Stone Golem improves anything. Stone Golems are about as boring as they come.
The flying Drow Mages, on the other hand, can send in the Stone Golem into the fight while chucking fireballs from beyond counterspell range, and (in the actual battle, at least) then hiding behind stalactites in the ceiling at the end of their turns, forcing the PCs to either ready an action to shoot them or try flying up themselves, allowing interesting complications to ensue, like the GWM Fighter getting his Fly spell dispelled and falling to the bottom of the cavern after he took out the first mage. Lots of additional complications ensued eventually (they ended up facing the entire contents of the drow fort in about 3 waves, and the warlock got to use Soul Cage to eavesdrop on the enemy plans when they organized the final and largest wave).
In any event--yes, less than a third of the encounters I design outnumber the party by more than 2x, at least the ones that I expect will result in combat. Instead of 20 Orcs to threaten a Level 4 party, I'd probably go with 6 orcs, 2 orc berserkers, a blade of Ilneval and an Eye of Gruumsh for the same approximate adjusted XP. Building reasonable lineups of units and running them with strong but monster appropriate tactics is one of the fun things I enjoy about DMing. I play with veteran power-gamers, and only manage to push them to the danger zone about one time in three, but the times when things work are pretty epic. Granted, players have a very different appreciation for how threatened their characters are, so they probably felt pushed more often.
I strongly agree with this part. I can handle 15 enemies without much problem, but 30 is a stretch, and yet by the standards of the gameworld 30 is also quite small--I'm always working on my tools to make large combats faster to run because I think they are important, especially at high level.Last edited by MaxWilson; 2020-06-01 at 05:15 PM.
-
2020-06-01, 04:35 PM (ISO 8601)
- Join Date
- Apr 2020
Re: 4-elements Monk
I find mob combat sufficient as it lets you think of each enemy as a "platoon" of roughly 8 creatures. Since they're melee monks, they'd be good to surround and pound even the fighters. Makes it much faster, too.
They probably won't yield until half their forces are gone, roughly 2 platoons worth of enemies. They'd think they're okay since they have you outnumbered but when you defeat half and show little sign of defeat, they'd probably realize you're just too powerful and they'd flee.
-
2020-06-01, 04:43 PM (ISO 8601)
- Join Date
- Oct 2014
Re: 4-elements Monk
Note: Githzerai are monks, Githyanki are more like fighter/mages. They'd be more likely to surround you if you looked like you were trying to flee (so they could threaten opportunity attacks). If you're standing and fighting I'd judge that their standard military doctrine is to avoid Fireball Formation and for most of the Githyanki instead to strafe you: run in, attack a couple of times, Misty Step 30' away, at least for the first couple of rounds. AoEs are just too ubiquitous in 5E-world not to expect them, especially for a culture that grew up fighting mind flayers.
If they do decide to flee they probably have a pre-planned exit strategy (like Misty Step + Dashing away in all directions, in pairs) to ensure that someone reports this formidable enemy back to higher command.
-
2020-06-01, 04:59 PM (ISO 8601)
- Join Date
- Apr 2020
Re: 4-elements Monk
-
2020-06-01, 06:09 PM (ISO 8601)
- Join Date
- Nov 2018
Re: 4-elements Monk
Why wouldn’t one Drow Mage up cast Fly and cover both his allies (Golem and Mage)? Also, you make the Golem a stone spider with Golem stats and give it spider climb, to keep things interesting. Yes, it’s just a speedbump, but your spellcasters might actually cast more than two spells besides Shield before dying.
I don’t normally try to use concentration spells in Tier 3 that rely on saves. Paladins, man, always ruining your day.
-
2020-06-01, 09:00 PM (ISO 8601)
- Join Date
- Oct 2014
Re: 4-elements Monk
Spoiler: Zuras's Drow fight
Because you said they came in waves, so you clearly can't have one Fly spell covering all three of them plus the Golem. Drow Mage #1 was already in combat when mages #2 and #3 are casting Haste and Fly. Therefore if all three mages are flying around the stalactites, mage #1 must be using a separate Fly spell.
Do we both agree that the scenario gets more interesting if the mages spend concentration offensively instead of on buffing the Stone Golem + fragile selves with Haste and Fly?
A spider stone golem is still pretty boring, basically just a sack of easily-neutralized HP, and raises the question of why you bothered to cast Fly on it.
Paladin Auras are nice but come with an automatic downside: they only work when you're in Fireball Formation with the Paladin. Especially with the seven players at your table, there's always going to be someone who is either not near the paladin, or else someone who fails their DC 14ish save even with the +5 aura bonus because all seven PCs were in the AoE. And for a spell like Evard's Black Tentacles, you don't get repeat saves every round--you have to burn actions on an ability check instead. Meanwhile all the drow are shooting at you with advantage.
PCs are still going to win the fight, but nuking the paladin's little bunch of groupies if he has one is a worthy use of concentration.
Anyway, now we know why Elemonks as written don't work well at your table: playstyle. Enough about the whys and details of specific fights.Last edited by MaxWilson; 2020-06-01 at 09:07 PM.