No I am Not counting Named NPCs, but I did include oither source books
The Con save of 1 or less CR8/9 monsters are aberations, humanoid and undead (Cloaker, Deathlock Mastermind, Evoker, Hashalaq Quori, Mind Flayer Archivist, Mind Flayer Psion, Necromancer Obzidat Ghost) (2 in the MM)
A lot of the creatures you referance have Con Saves less than 9, (Young Green Dragons have a +6 Con Save), the only creatures that have 9 or more are Clould Giant, Cloud Giant Noble, Fire Giant, Fire Giant Royal Headsman, Glevrezou, Giant Mutated Drow, Nevix Cyclops and Young Silver dragon (4 in MM). If I have missed enough to get close to half the total number of CR 8-9 monsters let me know.
If you limit yourself to MM OK there are more monsters with a con of 9+ than with 1 or less but I think Volo's is an equally good source, and even limiting it to the MM I could just redifine low con as 2 or less the point I am making is +9 Con save is very rare and there are just as many monsters with much lower con save..
I am not going to argue about what classes are "best" or ordering classes is terms of battlefield control that is a matter of opinion and I wont be able to change your mind (personally I think martial classes are pretty balanced except for rangers but castes become more powerful on days where they know there will only be 1 or two combats in a day) but you should at least get your facts straight.
You can pretty much ignore anything that Kronzy says when it comes to monks. It's clear from this thread and others here that they've never played one before, and their playstyle/experience is very narrow and limited. For some reason he has an axe to grind against the class and anyone who advocates for it and makes it work.
At any rate, mobility depends on your DM and the encounters they set up. You might not need the extra movement depending on the encounter, but there are other ways to use it. Getting knocked prone isn't as bad if you need to get up and run away. Sometimes you need to chase something down and you're the only one with the speed to do it. Depending on your DM you might be able to run up walls and jump down on your enemies for extra damage - a personal favorite.
Monks also don't get reach unless you take a whip or you choose the Kensei subclass (or pick one of the races with built-in reach like a Bugbear), so the extra movement can really help close the gap when you need to hit something that would otherwise be just out of range.
In short, it depends on the encounters, but it's better to have it and not need it as opposed to needing it and not having it. It's like Feather Fall - you may only need to use it a handful of times over the entire campaign but when you need it, you need it.
You can pretty much ignore anything that Kronzy says when it comes to monks. It's clear from this thread and others here that they've never played one before, and their playstyle/experience is very narrow and limited. For some reason he has an axe to grind against the class and anyone who advocates for it and makes it work.
At any rate, mobility depends on your DM and the encounters they set up. You might not need the extra movement depending on the encounter, but there are other ways to use it. Getting knocked prone isn't as bad if you need to get up and run away. Sometimes you need to chase something down and you're the only one with the speed to do it. Depending on your DM you might be able to run up walls and jump down on your enemies for extra damage - a personal favorite.
Monks also don't get reach unless you take a whip or you choose the Kensei subclass (or pick one of the races with built-in reach like a Bugbear), so the extra movement can really help close the gap when you need to hit something that would otherwise be just out of range.
In short, it depends on the encounters, but it's better to have it and not need it as opposed to needing it and not having it. It's like Feather Fall - you may only need to use it a handful of times over the entire campaign but when you need it, you need it.
"Kronzypantz is full of it, don't listen to him. Now let me tell you why I agree with him that speed is nice but rarely important."
Wow dude. Just wow.
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No I am Not counting Named NPCs, but I did include oither source books
The Con save of 1 or less CR8/9 monsters are aberations, humanoid and undead (Cloaker, Deathlock Mastermind, Evoker, Hashalaq Quori, Mind Flayer Archivist, Mind Flayer Psion, Necromancer Obzidat Ghost) (2 in the MM)
A lot of the creatures you referance have Con Saves less than 9, (Young Green Dragons have a +6 Con Save), the only creatures that have 9 or more are Clould Giant, Cloud Giant Noble, Fire Giant, Fire Giant Royal Headsman, Glevrezou, Giant Mutated Drow, Nevix Cyclops and Young Silver dragon (4 in MM). If I have missed enough to get close to half the total number of CR 8-9 monsters let me know.
If you limit yourself to MM OK there are more monsters with a con of 9+ than with 1 or less but I think Volo's is an equally good source, and even limiting it to the MM I could just redifine low con as 2 or less the point I am making is +9 Con save is very rare and there are just as many monsters with much lower con save..
I am not going to argue about what classes are "best" or ordering classes is terms of battlefield control that is a matter of opinion and I wont be able to change your mind (personally I think martial classes are pretty balanced except for rangers but castes become more powerful on days where they know there will only be 1 or two combats in a day) but you should at least get your facts straight.
Thanks for the help buddy!
You can pretty much ignore anything that Kronzy says when it comes to monks. It's clear from this thread and others here that they've never played one before, and their playstyle/experience is very narrow and limited. For some reason he has an axe to grind against the class and anyone who advocates for it and makes it work.
At any rate, mobility depends on your DM and the encounters they set up. You might not need the extra movement depending on the encounter, but there are other ways to use it. Getting knocked prone isn't as bad if you need to get up and run away. Sometimes you need to chase something down and you're the only one with the speed to do it. Depending on your DM you might be able to run up walls and jump down on your enemies for extra damage - a personal favorite.
Monks also don't get reach unless you take a whip or you choose the Kensei subclass (or pick one of the races with built-in reach like a Bugbear), so the extra movement can really help close the gap when you need to hit something that would otherwise be just out of range.
In short, it depends on the encounters, but it's better to have it and not need it as opposed to needing it and not having it. It's like Feather Fall - you may only need to use it a handful of times over the entire campaign but when you need it, you need it.
"Kronzypantz is full of it, don't listen to him. Now let me tell you why I agree with him that speed is nice but rarely important."
Wow dude. Just wow.