Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.PCS 1/10/84; site mtuxo.UUCP Path: utzoo!watmath!clyde!cbosgd!ihnp4!houxm!mtuxo!jrrt From: jrrt@mtuxo.UUCP (r.mitchell) Newsgroups: net.games.frp Subject: Monk Armor Class Message-ID: <993@mtuxo.UUCP> Date: Mon, 23-Sep-85 16:11:00 EDT Article-I.D.: mtuxo.993 Posted: Mon Sep 23 16:11:00 1985 Date-Received: Tue, 24-Sep-85 03:44:38 EDT Organization: AT&T Information Systems Labs, Holmdel NJ Lines: 22 Monks are like Magic-Users; low-level ones are eminently killable and high-level ones could beat Godzilla two falls out of three. The "no DEX adjustment on Armor Class" rule for monks was included for game balance. A high-level monk would have an AC of -10 or so. Unfortunately for the low-levels, no adjustment means it's damn hard to make the high levels. In my campaign, monks may use any or all of their DEX adjustment to AC, subject to a floor of AC3 after adjustment. Thus, Dreeble the first-level starts at AC10 and subtracts 2 from his AC for DEX, arriving at a final AC of 8. His twin sister Freeble, who's higher level, starts at AC4 but can subtract only 1 of her 2 points of DEX adjustmnent, since DEX adjustment can't send AC below 3. This system helps the journeyman monks without disrupting game balance for the higher-level ones. Rob Mitchell {ihnp4,allegra}!mtuxo!jrrt "Whoever battles with monsters had better see that it does not turn him into a monster." -- F. Nietzche