Maxperson
Morkus from Orkus
I think one of the things overlooked by the paladin v. monk comparison going on here is the adventuring day. There are 6-8 encounters in an adventuring day and if combats average around 4 rounds(I've seen 3-5 being normal), then you're looing at 24-32 rounds of combat an adventuring day.And I did not say he is wrong in general...
It is just, that looking at the bigger picture, and using less optimized builds, the difference is not that big.
Paladin nova was something where monks had problems to compete with, especially when starved for short rests.
Advantage with GWM was not too hard to achieve for optimizers. Just look at this forum.
I agree that for non optimized white room analysis, the new GWM is better on average.
But both changes reduce the big damage spikes from lets say: avenging paladin (who has an easy way to get advantage) which made monks feel very useless compared to.
That 9th level paladin and his dozen smites is going to have 12-24 rounds of combat where he simply doesn't have a smite to give. If he uses them up early, that's several combats where he doesn't smite at all. Meanwhile the monk with a couple short rests can flurry every single round of every fight. He does less damage, but is the slow and stead turtle(less per round over more rounds), rather than the speedy rabbit(a lot of damage in a few rounds). Further, since the paladin is doing much more in a single punch, he's much more likely to simply waste his smite doing 28 damage to something with 9 hit points left, so his fewer smites could be wasted despite being used to deal damage.
That's not to say that I don't think that the monk needs more help to bring it up to par, but just that I don't think it's quite as far behind as some of the other folks here.