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[poll] Monk Satisfaction Survey
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<blockquote data-quote="MarkB" data-source="post: 7200503" data-attributes="member: 40176"><p>I'd say it's that it's satisfactory mechanically, but in terms of its role in the gameworld it's a bit of an outlier. The D&D Monk can encapsulate a number of favourful concepts, but it's never really been fleshed out flavourwise the way other classes have, so it's just not a concept that's often embraced. And mechanically, it does all sorts of little things well, but it doesn't punch at full weight in any of the game's classic roles.</p><p></p><p>So it may well be a lot of peoples' second or third choice, but it's not often anybody's first choice.</p><p></p><p>I like the way the 5e Monk is built, but in order for people to engage with it, it needs to fully embrace the tropes it represents. The Way of the Open Palm monk should be built like the Battlemaster, with a wider range of very specific maneuvers, so that players can really go full kung-fu style and essentially build up their own martial arts style through the maneuvers they choose. The Way of Shadow monk should feel like the full ninja experience with ways to specialise in stealth, deception or distraction. More of the monk's abilities should be baked into the subclasses rather than the base class, to allow for deeper specialisation and more pronounced archetype identity.</p></blockquote><p></p>
[QUOTE="MarkB, post: 7200503, member: 40176"] I'd say it's that it's satisfactory mechanically, but in terms of its role in the gameworld it's a bit of an outlier. The D&D Monk can encapsulate a number of favourful concepts, but it's never really been fleshed out flavourwise the way other classes have, so it's just not a concept that's often embraced. And mechanically, it does all sorts of little things well, but it doesn't punch at full weight in any of the game's classic roles. So it may well be a lot of peoples' second or third choice, but it's not often anybody's first choice. I like the way the 5e Monk is built, but in order for people to engage with it, it needs to fully embrace the tropes it represents. The Way of the Open Palm monk should be built like the Battlemaster, with a wider range of very specific maneuvers, so that players can really go full kung-fu style and essentially build up their own martial arts style through the maneuvers they choose. The Way of Shadow monk should feel like the full ninja experience with ways to specialise in stealth, deception or distraction. More of the monk's abilities should be baked into the subclasses rather than the base class, to allow for deeper specialisation and more pronounced archetype identity. [/QUOTE]
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