Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.3 4.3bsd-beta 6/6/85; site mit-bug.UUCP Path: utzoo!linus!philabs!cmcl2!harvard!think!mit-eddie!mit-bug!dove From: dove@mit-bug.UUCP (Web Dove) Newsgroups: net.games.frp Subject: Re: Definition of monk stun (actually AC bonuses) Message-ID: <267@mit-bug.UUCP> Date: Fri, 27-Sep-85 11:05:12 EDT Article-I.D.: mit-bug.267 Posted: Fri Sep 27 11:05:12 1985 Date-Received: Tue, 1-Oct-85 11:27:59 EDT References: <211@mit-bug.UUCP> <641@hou2g.UUCP> Reply-To: dove@mit-bugs-bunny.UUCP (Web Dove) Organization: MIT Digital Signal Processing Group Lines: 20 Summary: don't give monks AC bonus In article <641@hou2g.UUCP> scott@hou2g.UUCP (Racer X) writes: >How do others play this? I'm inclined to use the AC bonus anyway. >I think if it was disallowed to keep the Monk from becoming too >powerful, EGG did it ("Depowered" the Monk) in a particularly >inconsistent way (which is CONsistent for EGG). We play monks "stock" the only benefit from DEX is missile to-hit and reaction. There is no STR bonus either. Both of these restrictions are appropriate for higher level monks or they become too powerful. They are powerful due to saving, sneaking, slow immunity, poison immunity, speed, save for 1/2 or none. These powers are most helpful in situations when magic doesn't work (they are the only class that keeps their AC down). Don't treat monks as front line melee combatants. They are better as bow persons (due to the weapon bonus and DEX missile bonus) and they are useful for collecting information (at higher level they are better combatants than thieves though they can't stab backs).