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ANOTHER Possible Monk "Fix"
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<blockquote data-quote="Chaosmancer" data-source="post: 9070299" data-attributes="member: 6801228"><p>Hmm, there are some good ideas here.</p><p></p><p></p><p></p><p>Interesting. I rolled your precise technique ability into the monk weapons. I also put your Striker ability here. I want monks to be monks from level 1. And I felt like the ability to weave in and out of combat was a good starting identity to build off of. Do you think it is too powerful at level 1? I also gave a +5ft movement, so there is a bit of an initial scaling.</p><p></p><p></p><p></p><p>Honestly, I've started deleting Weapon Masteries. I wonder if the monk even needs them if they can use shove, grapple, and prone with unarmed strikes seamlessly? Especially when I consider my idea for the Open Hand.</p><p></p><p></p><p></p><p>I'm not sure about this. I have thoughts on regenerating Ki, and making this twice per long rest doesn't effectively change the intent of the design, just makes short rests shorter. So I don't know if maxing at 8 Ki works then, because the balance would still assume the same number of ki needed.</p><p></p><p></p><p></p><p>Letting Flurry work with Monk Weapons is an early boost to damage (when monks don't need it) and does nothing later (when monks do need it). I'm not a fan of that to be fair. </p><p></p><p>I kind of liked the idea of making it possible to do Patient Defense as a Reaction to being attacked (so, bonus action or reaction, with the bonus action being better because Dex saves) and the idea of making Flurry of Blows add on to the attack action, instead of the bonus action. So the phrasing would be: "Immediately after you take the Attack action on your turn, you can spend 1 Discipline Point to make an additional unarmed strike" Effectively the same number of attacks, but now your bonus action can be spent on 1 attack, or the other options like normal, and flurry can stack with those for more Ki.</p><p></p><p></p><p></p><p>Eh, I'm not sure this needs buffed really. It does need the ability to react to more than one attack, but I did that by giving monks more reactions over their levels.</p><p></p><p></p><p></p><p>I'm not a fan.</p><p></p><p></p><p></p><p>The increased size thing is neat, but why would you make the dex or wisdom here? You are six levels in, you made your decision long ago. Now, I think subclasses doing this is fine, but putting that ability here seems bizarre. It needs to be earlier.</p><p></p><p></p><p></p><p>This might work for some games, but I do a modified recovery where you need to spend HD to recover during a long rest, so that would make them a bit precious for this. Especially since, again, you are maxing at 8 ki,</p><p></p><p></p><p></p><p>Ah, interesting. I simply said "you may take this action even if you normally cannot take actions" but doing it with Ki is a good idea too.</p><p></p><p></p><p></p><p>Interesting. I went with increasing the damage here, and made it free as part of the capstone</p><p></p><p></p><p></p><p>Not sure I like this. Feels a bit vampiric, which would make it more of a subclass ability.</p><p></p><p></p><p></p><p>Could have put this at 11th. </p><p></p><p></p><p></p><p>So, my idea. </p><p></p><p>Lose the 3rd level ability entirely. Instead, make it do this "Whenever you use an unarmed strike to take the shove or grapple option, you may also deal 2 MArtial arts dice in damage if the creature fails the save." </p><p></p><p>Essentially, they can deal damage AND control with the same attack. Then you can add later an ability where they deal half damage when the enemy successfully saves. And maybe you can even add a new option, or the ability to spend that 1 ki to impose disadvantage.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9070299, member: 6801228"] Hmm, there are some good ideas here. Interesting. I rolled your precise technique ability into the monk weapons. I also put your Striker ability here. I want monks to be monks from level 1. And I felt like the ability to weave in and out of combat was a good starting identity to build off of. Do you think it is too powerful at level 1? I also gave a +5ft movement, so there is a bit of an initial scaling. Honestly, I've started deleting Weapon Masteries. I wonder if the monk even needs them if they can use shove, grapple, and prone with unarmed strikes seamlessly? Especially when I consider my idea for the Open Hand. I'm not sure about this. I have thoughts on regenerating Ki, and making this twice per long rest doesn't effectively change the intent of the design, just makes short rests shorter. So I don't know if maxing at 8 Ki works then, because the balance would still assume the same number of ki needed. Letting Flurry work with Monk Weapons is an early boost to damage (when monks don't need it) and does nothing later (when monks do need it). I'm not a fan of that to be fair. I kind of liked the idea of making it possible to do Patient Defense as a Reaction to being attacked (so, bonus action or reaction, with the bonus action being better because Dex saves) and the idea of making Flurry of Blows add on to the attack action, instead of the bonus action. So the phrasing would be: "Immediately after you take the Attack action on your turn, you can spend 1 Discipline Point to make an additional unarmed strike" Effectively the same number of attacks, but now your bonus action can be spent on 1 attack, or the other options like normal, and flurry can stack with those for more Ki. Eh, I'm not sure this needs buffed really. It does need the ability to react to more than one attack, but I did that by giving monks more reactions over their levels. I'm not a fan. The increased size thing is neat, but why would you make the dex or wisdom here? You are six levels in, you made your decision long ago. Now, I think subclasses doing this is fine, but putting that ability here seems bizarre. It needs to be earlier. This might work for some games, but I do a modified recovery where you need to spend HD to recover during a long rest, so that would make them a bit precious for this. Especially since, again, you are maxing at 8 ki, Ah, interesting. I simply said "you may take this action even if you normally cannot take actions" but doing it with Ki is a good idea too. Interesting. I went with increasing the damage here, and made it free as part of the capstone Not sure I like this. Feels a bit vampiric, which would make it more of a subclass ability. Could have put this at 11th. So, my idea. Lose the 3rd level ability entirely. Instead, make it do this "Whenever you use an unarmed strike to take the shove or grapple option, you may also deal 2 MArtial arts dice in damage if the creature fails the save." Essentially, they can deal damage AND control with the same attack. Then you can add later an ability where they deal half damage when the enemy successfully saves. And maybe you can even add a new option, or the ability to spend that 1 ki to impose disadvantage. [/QUOTE]
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