I'm playing a 12th level monk in a party where I'm usually the "tank"...and by "tank" I mean that I get up close and hit a few times, then use Patient Defense to soak up the bad guys' attacks while my party hits them from range with spells. (That's just how our party's make-up works; I'm the only melee guy and we can't change that.) 20AC and 107 HP, with a +11 to hit on unarmed strikes. I don't get hit a whole lot with that AC and the Patient Defense, but as we climb in levels I'm worried I will start getting hit more...and the hits will hurt A LOT more.
I currently have the Eldritch Claw tattoo, which gives me a +1 to hit and +1 damage on melee attacks (among it's other benefits). I'm wondering if I should use that attunement slot for something like a Ring of Protection that will bump my AC and saves by +1? I don't want to trade out my other attuned items, so it's just a contest between these two.
So the question is, would you trade a +1 to hit and damage for a +1 to AC and saves at this level under these combat conditions? I'm a math nerd, so if you have math to back up your opinion, that would be great.
Bracers of defense + ring of defense add up, can bring monk has an AC = 10 +5(Dex) +5(Wis) +3(2+1 items) = 23 AC max but I also recommend Tough feat. A Long Death monk is an acceptable tank, but I recommend at least 2 levels as Cleric: Twilight Domain. Your character could be like Ban from Seven Deadly Sins, a true immortal brawler.
In terms of the math, the most basic way of looking at it is; would you rather hit 5% more, or be hit 5% less?
Because really that's what +1 on a d20 usually amounts to; it's not the most precise way to look at it as there are edge cases with very high or very low modifiers (i.e- you're only hitting on 20's anyway, or you're only being missed on 1's), but most of the time it's close enough to keep it easy.
That said, if you use Patient Defence a lot then an extra 5% defence is more valuable (closer to 10% because they've got two improved chances of missing). If on the other hand you used Flurry of Blows a lot then the +1 to hit would be more valuable as you're throwing out more attacks (more of which will hit as a result).
It's definitely a tough call; what are you other attuned items? I'm guessing one is probably bracers of defense given your AC, or did you get lucky on rolling ability scores?
Also what are your other party members? If you're taking the brunt of the attacks, then it's only fair that they think about how they can better support you, especially if you're their only line of defence. For example a Cleric can cast shield of faith to give you +2 AC, and it's better than using it on themselves anyway since they don't take concentration saving throws when you get hit, or they could use bless which will boost both your attacks and saving throws.
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That's really great analysis, so thanks for that! Something to think about!
My AC is high because I've just finished maxing Dex and Wis with ASIs. I did get lucky on two sets of initial ability rolls and started off well in Dex and Wis...but my dump stat (Int) was a 7. Over the course of the adventure, I've had to become the rogue for the team as well, so one of my attuned items is a Headband of Intellect, which bumps my Int to a 19 and my Investigation up to a level that makes it possible to succeed regularly in checking for traps. (And I had thieves tools from my background, so that was convenient.) My other attuned item, besides the tattoo that I mentioned in the original post, is a +2 Dragonhide belt, which is invaluable in keeping my monk saves (eg. open hand stuff and stunning strike) high and provides a pool of Ki to draw upon. So of those three items, I won't give up the belt, the headband provides the party with a ton of utility by letting me "be the rogue," so I feel like it's the tattoo would be the one to trade out if it makes sense. Hence my question about trading out some offense for some defense.
As for the rest of the part, there is:
-a Life Cleric with good AC but who focuses on offensive spells, so she doesn't like to be the tank.
-a Warlock who is our glass cannon, so we don't want her in front.
-a Bard/Artificer who is super-useful outside of pure combat, but more of a support guy in combat.
I like your idea about seeing if the party could support me with Bless more often. Oddly enough, I've actually got a level in cleric (it was a role playing decision to start my character as a monk/cleric) so I have access to cast Shield of Faith myself. I've always thought I get hit too often to rely on holding concentration to make SoF work...but maybe with the extra +2 AC (for a total of 22) and with Patient Defense, I might not even have to make the concentration saves because I won't be getting hit? Certainly something to try once or twice!
I'm playing a 12th level monk in a party where I'm usually the "tank"...and by "tank" I mean that I get up close and hit a few times, then use Patient Defense to soak up the bad guys' attacks while my party hits them from range with spells. (That's just how our party's make-up works; I'm the only melee guy and we can't change that.) 20AC and 107 HP, with a +11 to hit on unarmed strikes. I don't get hit a whole lot with that AC and the Patient Defense, but as we climb in levels I'm worried I will start getting hit more...and the hits will hurt A LOT more.
I currently have the Eldritch Claw tattoo, which gives me a +1 to hit and +1 damage on melee attacks (among it's other benefits). I'm wondering if I should use that attunement slot for something like a Ring of Protection that will bump my AC and saves by +1? I don't want to trade out my other attuned items, so it's just a contest between these two.
So the question is, would you trade a +1 to hit and damage for a +1 to AC and saves at this level under these combat conditions? I'm a math nerd, so if you have math to back up your opinion, that would be great.
Thanks!
I’d recommend using the Ring of Protection instead of Eldritch Claw Tattoo unless you have another teammate that could use the extra +1 AC.
Considering you are the only melee within your party and if no one else really needs +1 AC, then you should use it and lose your +1 to hit and damage.
Yeah, take the AC.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
I prefer +1 to hit than AC as a melee character. As a tank monk though, +1 AC is probably a safer option.
Bracers of defense + ring of defense add up, can bring monk has an AC = 10 +5(Dex) +5(Wis) +3(2+1 items) = 23 AC max but I also recommend Tough feat. A Long Death monk is an acceptable tank, but I recommend at least 2 levels as Cleric: Twilight Domain. Your character could be like Ban from Seven Deadly Sins, a true immortal brawler.
If you're the tank than you're the tank... take the AC... also advantage on saving throes is gold for monk's because evasion.
In terms of the math, the most basic way of looking at it is; would you rather hit 5% more, or be hit 5% less?
Because really that's what +1 on a d20 usually amounts to; it's not the most precise way to look at it as there are edge cases with very high or very low modifiers (i.e- you're only hitting on 20's anyway, or you're only being missed on 1's), but most of the time it's close enough to keep it easy.
That said, if you use Patient Defence a lot then an extra 5% defence is more valuable (closer to 10% because they've got two improved chances of missing). If on the other hand you used Flurry of Blows a lot then the +1 to hit would be more valuable as you're throwing out more attacks (more of which will hit as a result).
It's definitely a tough call; what are you other attuned items? I'm guessing one is probably bracers of defense given your AC, or did you get lucky on rolling ability scores?
Also what are your other party members? If you're taking the brunt of the attacks, then it's only fair that they think about how they can better support you, especially if you're their only line of defence. For example a Cleric can cast shield of faith to give you +2 AC, and it's better than using it on themselves anyway since they don't take concentration saving throws when you get hit, or they could use bless which will boost both your attacks and saving throws.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
That's really great analysis, so thanks for that! Something to think about!
My AC is high because I've just finished maxing Dex and Wis with ASIs. I did get lucky on two sets of initial ability rolls and started off well in Dex and Wis...but my dump stat (Int) was a 7. Over the course of the adventure, I've had to become the rogue for the team as well, so one of my attuned items is a Headband of Intellect, which bumps my Int to a 19 and my Investigation up to a level that makes it possible to succeed regularly in checking for traps. (And I had thieves tools from my background, so that was convenient.) My other attuned item, besides the tattoo that I mentioned in the original post, is a +2 Dragonhide belt, which is invaluable in keeping my monk saves (eg. open hand stuff and stunning strike) high and provides a pool of Ki to draw upon. So of those three items, I won't give up the belt, the headband provides the party with a ton of utility by letting me "be the rogue," so I feel like it's the tattoo would be the one to trade out if it makes sense. Hence my question about trading out some offense for some defense.
As for the rest of the part, there is:
-a Life Cleric with good AC but who focuses on offensive spells, so she doesn't like to be the tank.
-a Warlock who is our glass cannon, so we don't want her in front.
-a Bard/Artificer who is super-useful outside of pure combat, but more of a support guy in combat.
I like your idea about seeing if the party could support me with Bless more often. Oddly enough, I've actually got a level in cleric (it was a role playing decision to start my character as a monk/cleric) so I have access to cast Shield of Faith myself. I've always thought I get hit too often to rely on holding concentration to make SoF work...but maybe with the extra +2 AC (for a total of 22) and with Patient Defense, I might not even have to make the concentration saves because I won't be getting hit? Certainly something to try once or twice!
Thanks again for all the food for thought!
Good points. Thanks!