outsider
First Post
I am new and now I am gone forever.
Okay, sorry, I guess?
I am new and now I am gone forever.
I'm sure a number of mechanics work, and they continue to deliver what their fans want. I'd eliminate the class, it's too much questionable cultural reference and not enough actual class. It takes away from martial classes by segregating 'martial arts' in one class. The D&D Monk is essentially a light/un-armored & unarmed martial artist - a fighter - wrapped in a lot of questionable cultural baggage left over from 70s pop culture and tainted with so-called 'orientalism.'
The 5e fighter can work with lighter armor & weapons seamlessly enough and could have been designed to work effectively with any armor/weapon mix and/or style of martial art, armed or un-armed, were it not for the Monk's niche-protection.
Ironically, the fighter is bland because it covers too much concept with not enough support. It doesn't need less concept, but more support...The mystic martial artist should absolutely be its own concept, not part of the fighter.
I think there may be no single thing I dislike more in 5e than actual interesting concepts getting eaten by the egregiously bland fighter.
The mystical thing should've just been done with the Mystic. A mystic martial artist could be an archetype, to the Mystic as the EK is to the fighter.
Cultural baggage would be better put in backgrounds and PrCs ...
My own fix is just reduce all ki costs of four-element disciplines by one. But I like your idea to give the four cantrippy ones away for free, too.
Resilient is quite good, yes. It gets rendered useless eventually though(though not totally if you build for an odd con). Mobile starts quite good, and ends good.
Mobile basically allows you, whenever you were going to use your bonus action to disengage, to instead do a Flurry of Blows and still get that safe movement. Doing 2 more attacks and getting away is more useful than just getting away.
You're of the opinion that you shouldn't be trying to get away that often. In certain parties I can see that being the case. If you've got a solid front line though, it's in your best interest to hit and run, letting them hold the enemy.
1. You are assuming that moving away from an enemy is useful. Most of the time it isn't.
2. It comes at a cost. You need to spend an attack on an enemy to move away from them. This is important because Monks are great at taking out specific foes. It's often a waste to run around doing a little damage to various low CR enemies.
3. You are ignoring many of the Monk's abilities. They have many abilities which allow them to move away from enemies, not just the bonus action 1 ki cost disengage (which is the weakest one).
In this situation you are going to win the fight anyway so it doesn't matter. There is no challenge so any strategy will work.
In a challenging game you don't want to waste a feat on Mobile.
1. You are assuming that moving away from an enemy is useful. Most of the time it isn't.
Most enemies have a weaker ranged attack than melee, if they even have one, thus moving away from said enemy either reduces the damage you take or outright prevents it. Hardly "not useful."