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1

No, there is no official "Adventure Zone D&D Ruleset" They haven't described the changes they've made to the rules, because that would be boring to most people. I have listened to every episode, some multiple times (it's my favorite podcast). Griffin has never mentioned a specific set of rules, nor are they listed anywhere on their Maximum Fun page or ...


2

We had two long (8h) session where we tried the facing rules, once on squares and once on hexes. The players were a Death Cleric, a Vengeance Paladin, a Bard, a Blaster Warlock and a Psion Mystic (from the Web/UA). We did not notice any specific problems or disadvantages to specific classes, and the fights were quick. It did allow me to do some nice ...


14

I have played monks with Dex-to-damage as well as Wis-to-damage (and Wis-to-attack, for that matter). These things help, undoubtedly, but they are not really sufficient to solve the problems. The big advantage here is that they allow a certain amount of reduced Multiple Ability Dependency. This helps some of the monk’s serious “number” problems – their HP, ...


0

First off, monks are not underpowered, just as rogues, they rely on skills and situational abilities, and those are underrated by the community. Now, monks shine when you apply archetypes to it, the vanilla (core rulebook's) monk looks underpowered when compared to classes that came after the CRB and have more feats and new spells. The Qinggong Monk ...


1

Have you looked into the Unchained Monk class update by chance? It's on the d20pfsrd site. The whole "unchained" book is about variant rules and classes to address issues with power levels and balance. The Monk, Summoner, Rogue and Barbarian all got the treatment. I've only really looked at the Monk and Rogue classes, and both looked like they got more ...


5

Epic Obstacles (and I presume the Epic Level Handbook itself, but that sits at the bottom of a box) gives the break DC of an 3" thick adamantine door as 66, so I'd say 38 is much too low, even for a 2" door. However... I think your real problem here is the same as in your other question: you're letting the players dictate what should happen. If you don't ...



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