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It's almost a damn near copy of 5E Raw rules...
As for monks, they have always been MAD (Multiple ability score dependent) they have always been the most MAD class of all the classes.
Also monks use their Dex OR there Str to determine damage, whichever is higher.
Just gimme a sec since it's a decent bit to go over.
Monks have an ability that makes their melee attacks scale off dex if their dex is higher then their str.
CON, yes, because HP = 0 and you die.
DEX, no. Characters using heavy armor and Strength-focused weapons don't need it. Not even for ranged combat because thrown weapons exist, and 8-10 Dex in the early game isn't going to mess with your AC long enough to matter before you can find chainmail.
The monk class is so crazy, that the "Standard Suggestion" when you are creating the class increases STR and DEX proportionately, being 5 points more in dex (counting stat bonus). That is, even though Dex is a standard attribute, you still need to invest in STR, and WIS, which is a totally "Off Melee" attribute, in order to increase your CA for the benefit of not using armor. Doesn't make sense, it should be STR (Melee) DEX (AC bonus for not wearing armor) and COn to increase vit.
specialist casters and items can even let you add that stat to damage.
you DON'T actually need dex as a caster, especially if you find a way to give yourself heavy armour proficiency.
The problem here is mostly a D&D 5e problem. 5e is typical of D&D, where every major change fixed one thing and broke another.
Monks are fine, but a str based monk MUST pick tavern brawler feat and probably should consider armor instead of trying to crank up dex/wis for naked AC. Dex monks are fine. Don't try to mix the two, either stop at dex 14 and learn medium armor or drop str entirely and get at least 14 wis and 16 dex to start out. You have to pick a theme, str or dex, and stick to it (well, you can try both in BG3, but tabletop etc you would want to design up front).
Can you tell me a good division of Stats for a monk from the path of the fist with at least 15 ca in base creation? I want to build one!
MAKE YOUR OWN GAME.
whether that be an actual pnp rpg, the easier route, or by gathering tens of millions in funds and forming a team to help you create your vision.
Can you tell me a good division of Stats for a monk from the path of the fist with at least 15 ca in base creation? I want to build one! [/quote]
15 CA? what do mean CA?
that said: only spells that are "projectile" in nature even consider dex, everything else does not, so you can easily dump stat dex if you aren't planning on using any ray-type attacks.
stuff like hold person, or fireball, or even sacred flame are all based upon your mental stats and not your ranged attack.
you have choices.
Strength: Strength determines your hit chance and damage for all weapon and unarmed attacks. Every 2 points in strength (generally), give you a flat +5% chance to hit, and +1 damage. There are exceptions that I will touch on with the other stats. It also influences your carry capacity, and jump distance. Every 2 points additionally improves your chance at succeeding at strength saving throws, and checks based on strength by 1. Generally, strength saving throws consist of effects that want to move you against your will, think knockbacks.
Dexterity: Dexterity determines your hit chance and damage for all ranged weapon attacks, same as strength. Dexterity however also works for melee weapons that have the "finesse" tag. These use your dexterity instead of strength, if and only if your dexterity is higher. Monk unarmed attacks and attacks with monk weapons count as finesse, so dexterity by itself determines everything about them. Dexterity also improves your armor class, effectively reducing your chance to be hit. No armor and Light armor gets the full bonus, medium armor only up to +2 (at 14 dexterity) and heavy armor gets no bonus. It also influences your initiative, meaning you go earlier in combat with a higher dexterity. Dexterity saving throws generally includes damaging effects that you can halve on a success. Think a fireball exploding, or a bolt of lightning striking.
It has no influence at all on spell based attacks, even if they are ranged.
Constitution: Constitution mainly determines your health. Every 2 points in constitution gives you 1 extra HP per level, which applies retroactively. They also increase your armor class for barbarians, if you are not wearing armor. Constitution saves generally include things like resisting poisons or avoiding sickness. They, most importantly though, also include a casters ability to keep concentrating on a spell they have cast. Some spells say they are "concentration", which means the caster has to stay focussed on them. When they take damage, they must make a constitution saving throw to avoid loosing focus on the spell. You can also only concentrate on one spell at a time, but you can still cast non-concentration ones while concentrating.
Intelligence: Intelligence is the casting stat used by Wizards, eldritch knight fighters and arcane trickster rogues. It improves the chance of your spells hitting, and determines how many spells you can have ready to go at any given time. Generally for casters, your stats do *not* increase the damage of your spells (with some exceptions), only their chance to land, and chance for the enemy to resist. Intelligence saving throws are very rare, and include things like mind flayers attempting to stun you by blasting your mind.
Wisdom: Wisdom is the casting stat used by Clerics and Rangers. Increasing wisdom increases the chance of their offensive spells to land, but once again, does not increase their damage usually. It also increases how much they heal with their healing spells. Wisdom saving throws are usually effects that would take control away from your character, like charms and paralysis. Wisdom also increases the armor class of Monks, if you are not wearing armor.
Charisma: Charisma is the casting stat for Sorcerers, Warlocks, Bards and Paladins. It once again improves the chance for their spells to hit, and in the case of Warlock specifically, with the commonly chosen "agonizing blast" ability at level 2, the damage of their main attack (eldritch blast). Charisma saving throws usually consist of effects that would remove you from this plane, like banishment.
I hope this little breakdown of the stats helped you make decisions on what to pick, for each class.
Generally, if you want to play a full caster, I would allocate your stats with the following priority: Main casting stat > Dexterity > Constitution.
10 Str
15 Dex +2 (total 17)
15 Con +1 (total 16)
8 Int
14 Wisdom
8 Charisma
Thank you, I appreciate the class. Take this steam point as a reward!