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Advice for the Skill Monkey Blues?
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<blockquote data-quote="goldenskull" data-source="post: 9378959" data-attributes="member: 7045950"><p>Will do! I'll tag you when I eventually have something worth posting.</p><p></p><p>My thought process is to enable different styles of play based on different builds - the sketch I'm outlining allows 7.</p><p></p><p>Here are my vague thoughts for level 10 upgrades, for instance:</p><p>Strength monks are controllers who get advantage on Athletics rolls and ignore size limits on shove/grapple. Dex monk gets advantage to initiative and 2d6 bonus damage vs surprised - strikes first and hard. Con Monk is a beefcake tank with a protect/threat mechanic (haven't figured it out yet). Int monk... IDK disrupts spellcasters or can cast a few counterspells? Cha Monk has something like frightful presence.</p><p></p><p></p><p>OP? <em>reads latest UA</em> Erm... I'm going to very respectfully disagree. This is like an inch in the right direction, then half an inch backwards. Still the worst class in 5e hands down.</p><p></p><p>Yep.</p><p></p><p>Reaction limited. Which means an enemy that can't overwhelm the damage reduction will just ignore the monk to focus on more vulnerable party members. I.e. not good at tanking</p><p></p><p>Meh? Still "like the rogue but worse". Why not Hide too? Also who cares if you double your jump distance if you have to dump STR to get there?</p><p></p><p>Be still my beating heart.</p><p></p><p>OOO I'll check it out!</p><p></p><p><em>reads</em></p><p></p><p>Yeah it looks like you and I had much the same idea to use different styles to accommodate different builds. Do you want to DM about this? I'm happy to do DPR math and maybe we can give each other ideas?</p><p></p><p>Like for instance: I feel that RAW Diamond Body sucks. Too little and too late. Instead it should function like the Abjurer's 14th level Spell Resistance - gives adv to spell saves and resistance to spell damage.</p><p></p><p>Another: the secondary attribute should give +secondary mod to AC when you make an attack action. At 7th level, you can also apply the mod to all your saves instead of getting Still mind. At 10th level, you may add the mod to attack action damage rolls (not flurry) and you double the bonus if you give up the +AC & +Saves.</p><p></p><p>I think that ideally the monk should function like a cross between a rogue and a paladin. The challenge is making one that doesn't suck at early level but isn't SO GOOD early level that you're asking for everyone to make a 2-level dip.</p></blockquote><p></p>
[QUOTE="goldenskull, post: 9378959, member: 7045950"] Will do! I'll tag you when I eventually have something worth posting. My thought process is to enable different styles of play based on different builds - the sketch I'm outlining allows 7. Here are my vague thoughts for level 10 upgrades, for instance: Strength monks are controllers who get advantage on Athletics rolls and ignore size limits on shove/grapple. Dex monk gets advantage to initiative and 2d6 bonus damage vs surprised - strikes first and hard. Con Monk is a beefcake tank with a protect/threat mechanic (haven't figured it out yet). Int monk... IDK disrupts spellcasters or can cast a few counterspells? Cha Monk has something like frightful presence. OP? [I]reads latest UA[/I] Erm... I'm going to very respectfully disagree. This is like an inch in the right direction, then half an inch backwards. Still the worst class in 5e hands down. Yep. Reaction limited. Which means an enemy that can't overwhelm the damage reduction will just ignore the monk to focus on more vulnerable party members. I.e. not good at tanking Meh? Still "like the rogue but worse". Why not Hide too? Also who cares if you double your jump distance if you have to dump STR to get there? Be still my beating heart. OOO I'll check it out! [I]reads[/I] Yeah it looks like you and I had much the same idea to use different styles to accommodate different builds. Do you want to DM about this? I'm happy to do DPR math and maybe we can give each other ideas? Like for instance: I feel that RAW Diamond Body sucks. Too little and too late. Instead it should function like the Abjurer's 14th level Spell Resistance - gives adv to spell saves and resistance to spell damage. Another: the secondary attribute should give +secondary mod to AC when you make an attack action. At 7th level, you can also apply the mod to all your saves instead of getting Still mind. At 10th level, you may add the mod to attack action damage rolls (not flurry) and you double the bonus if you give up the +AC & +Saves. I think that ideally the monk should function like a cross between a rogue and a paladin. The challenge is making one that doesn't suck at early level but isn't SO GOOD early level that you're asking for everyone to make a 2-level dip. [/QUOTE]
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