Quote Originally Posted by jiriku View Post
It's not necessarily the Wisdom bonus per se, but rather, the Wisdom to damage feature is easy to remove without upsetting function of the rest of the class. Thus, if I have to cut damage output, that's the place to start.

Currently, we are running a low-level monk in a campaign that has just hit level 2, and a high-level monk in a campaign that has just hit level 12. The level 2 monk is doing quite well and fits appropriately into the party, but is not yet of the level where he can stack too many options.

The high-level monk is stacking a monk's belt, Superior Unarmed Strike, Snap Kick, and +Dex and +Wis items. With Dex 20 and Wis 22, this gives him an unarmed damage of 6d6+11. He makes between 4 and 6 attacks per round, depending on whether he can full attack and whether he is hasted. His attack routine with Snap Kick is +20/+20/+20/+15, so most of his hits will land, especially in fights against numerous lower-CR opponents. His damage output thus averages about 90 - 180 per round, depending on circumstances. He performs noticeably worse in boss fights where his attacks tend to miss much more often. Combining his Sun School feat with Empty Step, there is very little that can prevent him from making at least 4 attacks per round.

We run fairly high-op games, so these numbers aren't completely beyond the pale, but my concern is that it was easy for him to do this. He's using two popular monk feats and three common magic items to do this. It's not an obscure or fiendishly clever build. So, as mentioned, I'm kind of on the razor edge between "meh" and "oh jeez".
If I recall correctly (at least that's the consensus of the Playground), Superior Unarmed Strike and Monk's Belt do not stack. He's dealing damage as a 20th level monk while at 12th level, and what still worries you is that the Wis to damage hurts the character?

Your own data tells you another story. In low levels, your monk's damage output is running fine; perhaps a bit higher, but nothing game-breaking. What seems to be the problem is the large amount of hit dice the monk has, coupled with the tricks to make the core Monk viable in terms of damage: I think the 6d6 is influencing a lot more in the damage output than the Wisdom bonus.

To explain further: the Wis bonus the character has adds a +6 bonus to damage, with the caveat that it also adds a +6 to the attack bonus. The damage dice deal an average of 15 points per blow, while the actual amount is supposed to be half of that (7.5 points of damage). The Monk qualifies for Improved Natural Attack, the third leg on damage optimization, and with Enlarge Person/Extension it gains two damage dice increases. Either one can raise the Monk's damage output at least to 8d6 (the damage for a Colossal weapon) and through calculation may end up close to 10d6-12d6 points. Here's where the damage escalation comes up; treating unarmed strike damage as size increases ends up boosting damage far faster than you'd think. You mention there's little options at 2nd level to deal insane amounts of damage; I just casually pointed two (which grant 1d8-2d6 points of damage plus the bonus). You should reconsider the damage dice increase, if that worries you too much; after all, Wisdom damage increases can only reach so far.

Even then, it doesn't reach the exorbitant amounts of damage with full-bore optimization with the core Monk. You're basically shooting your own class in the foot because of how easy it is to optimize it at later levels, even if you state that it clears well low-level mooks but still has some challenge with proper or over-CR mooks.