GMforPowergamers
Legend
why start the MA damage die at d4 instead of the d6? I mean that is a knife?
This is exactly how psionics worked in 4e and I agree.I agree.
In Street Fighter terms, Ki should be for Super Moves/Arts. Special/Critical Moves/Arts should cost no ki.
Dragon Punch: Costs No Ki
Bahamut/Tiamat Punch: Costs Ki
If we look at other martials, their schtick is delivering consistent performance no matter the situation. Sure a fighter without action surge isn’t as great, but they can still get the job done with solid attacks and a strong AC.I don’t understand why there are so many people suggesting that the monk have at-will abilities that are only at-will as long as they have 1 ki. Why?
Oh no I didn’t make my source of confusion clear, sorry.If we look at other martials, their schtick is delivering consistent performance no matter the situation. Sure a fighter without action surge isn’t as great, but they can still get the job done with solid attacks and a strong AC.
The perception of the monk is that it lacks stamina, it blows through it’s Ki quickly, and a monk without ki is a bad class.
So a lot of suggestions are around more staying power, the simplest being more ki, with others looking for ways to give them power without spending Ki
Mostly for flavor; it might seem weird to some that the Monk can still perform some feats even without any Ki; a lot of Pathfinder 1e classes have abilities like this, like the Swashbuckler. Having "gas in the tank" to support your special powers, and also, not being able to perform them when running on empty has some verisimilitude.Oh no I didn’t make my source of confusion clear, sorry.
I don’t get the “as long as they have 1 or more ki” part. Why not just…actually at-will?
I do consider martial arts attack and Unarmored movement to be cantrip versions of flurry and step of the wind, but you have to be open hand to get close to at-will version of stunning strike, and even then it’s an added rider on FoB.
Which is part of why I proposed:
Deflect missiles becomes deflect attacks
Martial arts attack gets a boost at later levels
Unarmored movement also increases jump height and distance.
And I’d also propose, as part of the stunning strikes feature at level 6, when you hit with an unarmed attack, you can perform two effects of the unarmed attack, rather than one, and you gain new effects you can perform. (Disarm, silence, deny reactions for 1 round, aid an ally’s next attack against the target)
oh, and I’d add a “iron fist” thing (not called that) where you concentrate ki into your fists and deal extra damage with every attack until the end of your next turn, and then 11 level or later you get more attacks.
Ah okay. That makes sense. It’s not my cup of tea, but I can dig it.Mostly for flavor; it might seem weird to some that the Monk can still perform some feats even without any Ki; a lot of Pathfinder 1e classes have abilities like this, like the Swashbuckler. Having "gas in the tank" to support your special powers, and also, not being able to perform them when running on empty has some verisimilitude.
The 3.5 era Reserve Feats function along these same lines, giving you an at will magic ability that you can only use if you have spell slot unspent to power them. So there is a cost to these abilities, you're not just getting something for nothing.
I didn't suggest this sort of thing because I felt it was a balance point so much as I assumed other people would feel it was better balanced.![]()