Monk Mysteries - how do u use Monk Special Attacks

Discussion in 'The Temple of Elemental Evil' started by bariumdose, May 31, 2005.

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  1. Necroconvict

    Necroconvict Member

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    It is also by the roll of the dice.... AC 21... you rolled a 16 with all bonuses from strength and base attack bonus... so you miss.

    Now you may have told the DM... that you made a perfect slash... or stab.. or swing.... BUT since your roll did not come out to making an impact.. perhaps.. you with all your skill were somehow distracted... so your swing went a little high... or you tweaked your knee.. not painfully ... but enough.. that you pulled your swing. Often if you have a creative GM... he/she will tell you how you messed up your attack..

    So again even if you are a well trained rogue going for a crippling shot against a warrior in plate armor... whom you are obviously more agile than.... you still have a chance of not getting the hit... (otherwise all people would be the rogue... lol)

    anyway... monks are perhaps among my favorite class in the game.. though I rarely use the special attack of stunning fist... but almost always use flurry
     
  2. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    True spells do take far longer to cast, and involve a lot of standing in pentegrams. Also, they all cause people of good alignment to fall :wave:

    There is probably a subset of rules somewhere that allows bludgeoning damage to penetrate chain-mail: a friend of mine (who got me onto D&D back in the mid 80s) used to rave about some "AC based on weapon type" rules he had seen in an issue of Dragon (or somewhere), whereby your ability to parry etc was taken into account. Thus a person trying to defend against a sword with a quarterstaff (which would have to be weilded very particularly to avoid being shattered / splintered / chopped) would have a worse AC than a person defending with another sword, which is designed to parry.
     
  3. Necroconvict

    Necroconvict Member

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    They I think tried that (creators of this game) armor specific resists... in Fallout and Fallout 2... but I believe it never really worked right. It would be cool if something was set up like that... but it would probably way over complicate things.... and splint mail and other such armors... would be used far less.... because of the kind of extra damage that would be dealt... if it was hit by a bashing weapon

    The play of something like that... would be pretty awsome I think anyway though... since all enemies would have the same chance of injury... Then again... I am one of those Ren Faire nerds as well... so I get to see a lot of this stuff actualy worn.. and used in minor combat!!!
     
  4. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    First Edition (A)D&D had just that. Specific armor types had bonuses and maluses for different types of attacks. IIRC, chainmail did better against slashing attacks, worse against bludgeoning attacks, and far worse against piercing attacks.
     
  5. Necroconvict

    Necroconvict Member

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    Interesting CB I do not remember that off hand.. of course it has been a long time since I have played first ed. my books of that type are burried in the basement somewhere. The only thing I remember is everyone started off at AC 10 ... then armor and shield bonuses lowered your AC down to a max.... of -10. I never got into 2nd Ed, are you sure it was not in there. They had a lot of different things they added in to it. Strange going through D&D memories.. in a monk thread :p

    I almost want to break out the old books again, and get my friends to play it. A friends dad who claimed to have gamed with gygax back during the creation days of it... gave me a ton of original box sets. I sadly let them fall to my ex fiance... who destroyed them *cries*
     
  6. Kalshane

    Kalshane Local Rules Geek

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    There were all sorts of complicated rules in previous editions that folks never used, just because they were complicated. A lot of them were optional, but they were still there. Most of those rules either got streamlined in 3.x, or ditched entirely.

    While it's certainly more realistic for someone with a mace to do better against someone in chainmail than someone in a breastplate, it's annoying for the DM to have to recalculate ACs everytime a different weapon is used.

    But to clarify, the AC vs. weapon type rules were in 2nd Ed as well, but they were optional.
     
  7. Necroconvict

    Necroconvict Member

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    See now myself I played 2nd Ed a little, but I never enjoyed it. Then again I could have just spent to much time playing with rule Nazis...(OMG did I know a lot of them) 3.0 and 3.5 I think went back more towards the original AD&D and built from there.. of course they did take parts of 2nd Ed also.... but I thought it had a better flow to the system.. perhaps it is just explained a bit more clearly, or just using better terms/ examples. Either way I enjoy gaming.. lets us all explore the possibilities of being an adventurer, treasure hunter, hero, or villian... without having to leave our house.. and get our hands dirty..... then there are those people.. who after a few drinks... and gaming.. go out and try it anyway. Several years ago... 10+ in Ohio I believe a guy seriously burned his hand.... attempting to cast a fireball (wrag soaked in gasoline?)....

    I wish we could get some decent games like these set up in an MMO fashion. Nice game play ... good random encounters ... versitile towns could be made... meh.... I ramble and am good at going off topic

    Hope you all have a good night!
     
  8. Lord_Spike

    Lord_Spike Senior Member Veteran

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    This rules set is straight out of the Player's Handbook, 1st Edition, Page 38. Also, the source of much confusion on several levels, as it allowed for adjustments based on using a specific weapon vs. armor type, and people misunderstood this to mean armor class. Furthermore, the source of one of the greatest misunderstandings (IMO) of all time in the game; that a Bastard Sword wielded with one hand did less damage than if it were wielded with two. Only the adjustments vs. armor type reverted to a long sword, not the damage. It was easier to score a hit with it wielded two-handed, but the damage caused when a hit was scored remained the same. Footman's Flail, Heavy Lance & Two-Handed sword were the best hitting weapons, all-around. Many players scrapped these rules because they were so cumbersome, long before the edition changes.
     
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