TheLe said:
Quick question for you all concerning D&D 3.5.
What do you like, and dislike about the Monk?
Be as specific or non specific as you like.
~Le
Lots of things to dislike.
In no particular order:
Stealing of a niche. In DnD, the only way (in the core rules, and every splat I've seen) to be a good martial artist is to be a monk. So you get lots of martial artist-wannabes that don't agree with the monk flavor but go with the monk because "they have to". Making matters worse, the niche goes along with the light fighter, something WotC is terrible at designing, and even the monk (as a light fighter) isn't that well designed, but is one of the few core options that don't completely suck at it, especially from first level.
Low attack bonus. The combination of overly-expensive
amulets of mighty fists and low BAB means your monk will have a low attack bonus. This isn't all that good, and worse if you really wanted to be a martial artist. Every monk I've seen in combat has been weak, as a result, regardless of build or tactics.
Too much damage. Someone ironic, but the base damage of the monk is very high, and is also abuseable with magic or non-humanoid monsters. This scares DMs who might propose cheaper
amulets of mighty fists and other such options.
Flavor. Any class that has a lot of flavor is also going to have a lot of bad flavor for some people. Lots of people don't like the abilities of the monk - it could be simple dislike, or they may feel the abilities are too magical, or they may feel the abilities are too weak, or detract from combat ability (especially if they really wanted to play a martial artist). Then there's the lawful alignment requirement, which we all know is an integral part of learning karate [/sarcasm], ticking off some players even more.
Solutions: because of DnD's high magic light-fighter-screwing mechanics, it might not be possible to fix the monk class. It might be possible to create a martial artist class, however, to free some people from taking a class they don't like large parts of.