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Kensai weapon expansion thoughts
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<blockquote data-quote="Helldritch" data-source="post: 8056096" data-attributes="member: 6855114"><p>That is why I said that these attacks would be against low to mid AC. Against high AC, the monk would go for stunning strike, doing essentially GWM once every two rounds. This way, our Kensai would do about the same (ok, a little less) damage as the barbarian but without allowing the enemy to strike him with advantage. The monk would even be able to negate/shut down an enemy just as he is now, but would benefit so much from this damage wise that it is almost ludicrous.</p><p></p><p>Also, when you change a rule, you should always try it at high level (if not maximum level) to better see the implications. Saying that most games do not reach high level is not a valid point. Some do, and when your game reach high level and you see the destabilizing effect your house rule does, it is a bit too late to remove the toy of the player. The monk is a bit lacking in damage, yet, the monk is not all about damage, it is a blend of damage, control and mobility. Me too would wish to a bit more damage on the monk. But it should be something that goes to all monk's subclasses. Not just one.</p><p></p><p>Edit: Also, a bit higher, the monk has the option of using Ki to give up to +3 to his weapon. This alleviate a bit more of the GWM penalty. Another point where the monk will outshine the barb in almost every way.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8056096, member: 6855114"] That is why I said that these attacks would be against low to mid AC. Against high AC, the monk would go for stunning strike, doing essentially GWM once every two rounds. This way, our Kensai would do about the same (ok, a little less) damage as the barbarian but without allowing the enemy to strike him with advantage. The monk would even be able to negate/shut down an enemy just as he is now, but would benefit so much from this damage wise that it is almost ludicrous. Also, when you change a rule, you should always try it at high level (if not maximum level) to better see the implications. Saying that most games do not reach high level is not a valid point. Some do, and when your game reach high level and you see the destabilizing effect your house rule does, it is a bit too late to remove the toy of the player. The monk is a bit lacking in damage, yet, the monk is not all about damage, it is a blend of damage, control and mobility. Me too would wish to a bit more damage on the monk. But it should be something that goes to all monk's subclasses. Not just one. Edit: Also, a bit higher, the monk has the option of using Ki to give up to +3 to his weapon. This alleviate a bit more of the GWM penalty. Another point where the monk will outshine the barb in almost every way. [/QUOTE]
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