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ANOTHER Possible Monk "Fix"
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<blockquote data-quote="VenerableBede" data-source="post: 9070763" data-attributes="member: 7032917"><p>It <em>might</em> be too powerful in the sense that I was growing concerned that I was giving the Monk too much at level 1—it's hard to judge how many features are too much and how many are just right.</p><p></p><p>I was also trying to keep in mind multiclassing. Now, I'm personally a fan of multiclassing-friendly features, but providing too many (and too good) features at level 1 runs the risk of making your class an automatic dip for a lot of builds. Is taking 1 level of Monk better than spending an ASI on Mobile? (Assuming that feat survives into OneDnD.) I dunno, but pushing some features into level 2 ups the opportunity cost and reduces the risk of multiclassing shenanigans.</p><p></p><p>Different strokes for different folks and all that. I liked that Weapon Masteries have the potential to give your Unarmed Strikes interesting properties that, unlike grappling and shoving, don't reduce your damage while using (and don't limit you to one subclass if you want interesting properties AND damage, per your Open Hand suggestion). It also gives the Monk more versatility, and I like options.</p><p></p><p>I agree that it needs playtesting to see if this idea is viable. Everything I have done here is all theory.</p><p></p><p>Martial features are far too limited, especially ones with really restricted use—like Monk Ki. Martial powers tend to be less powerful then spells <em>and</em> more restricted, which... limits fun, fantasy, and flavor. They should be less powerful and usable way more often, or be about balanced in power and use. Personally, I lean toward the opinion that martial powers should be recharged at the beginning of each encounter, and I tried to emulate that here. 8 might not be a good cap, but I figured it was balanced out by the Monk basically being guaranteed a full 8 every encounter—needs tweaking for sure.</p><p></p><p>I view Monks as strikers and skirmishers, so I leaned into more damage and less defense in this proposal. I think this suggestion accomplishes that, but it is just a theory build. (That said, it changes Monk damage very little since they already get a d6 for their Martial Arts die now anyway, and the few Monk weapons that let them use a d8 only boost DPR by 1 per hit.)</p><p></p><p>Very interesting. I think your suggested change for Flurry has a lot of potential. Maybe it can be a scaling feature—at higher levels you can spend more Ki for additional punches? Maybe not necessary, but I think the idea is worth exploring.</p><p></p><p>As for making Patient Defense a Reaction rather than a Bonus Action, it would see more use at my tables if that were the case, while also giving certain Monks decision paralysis about what to do with all of their options for Reactions.</p><p></p><p>Of all the changes I made, the change to Deflect/Redirect Missiles is my least favorite. I couldn't find something that threaded the needle quite right. I'm loosely supportive of adding more Reactions to Monks as a high-level feature, but only loosely. 5e tries to keep a tight rein on the action economy.</p><p></p><p>Fair enough.</p><p></p><p>In my mind, the addition of letting you use Wisdom rather than Dexterity mostly exists as a ribbon feature, but one that could be very useful to players who begin play about level 6. But again, I think of it as a ribbon with occasional bite.</p><p></p><p>I cannot plan for every possible variant of the rules, just the standard rules, when speaking to a mass audience.</p><p></p><p>Originally this was the feature that gave you a third attack with your attack action, but I swapped the two and don't remember why.</p><p></p><p>I think most of my suggestions past 12th level need lots of tweaking and testing. I've never played with a group that's lasted past 12th level in 5e, and most people I know never have, so as far as I am concerned abilities for 15th level (and all others above 12) mostly exist as food for thought anyway, or campaigns that start at high levels.</p><p></p><p>I think these are pretty good fixes for Open Hand, if the Monk were to move this direction.</p><p></p><p></p><p>I don't have much time to work on class revisions like this, but if I get free time I'm curious to see what I'd come up with if I incorporated some of the ideas from this conversation. Most of all, I really like your suggestion of having Flurry add an attack to your Action, rather than your Bonus Action.</p></blockquote><p></p>
[QUOTE="VenerableBede, post: 9070763, member: 7032917"] It [I]might[/I] be too powerful in the sense that I was growing concerned that I was giving the Monk too much at level 1—it's hard to judge how many features are too much and how many are just right. I was also trying to keep in mind multiclassing. Now, I'm personally a fan of multiclassing-friendly features, but providing too many (and too good) features at level 1 runs the risk of making your class an automatic dip for a lot of builds. Is taking 1 level of Monk better than spending an ASI on Mobile? (Assuming that feat survives into OneDnD.) I dunno, but pushing some features into level 2 ups the opportunity cost and reduces the risk of multiclassing shenanigans. Different strokes for different folks and all that. I liked that Weapon Masteries have the potential to give your Unarmed Strikes interesting properties that, unlike grappling and shoving, don't reduce your damage while using (and don't limit you to one subclass if you want interesting properties AND damage, per your Open Hand suggestion). It also gives the Monk more versatility, and I like options. I agree that it needs playtesting to see if this idea is viable. Everything I have done here is all theory. Martial features are far too limited, especially ones with really restricted use—like Monk Ki. Martial powers tend to be less powerful then spells [I]and[/I] more restricted, which... limits fun, fantasy, and flavor. They should be less powerful and usable way more often, or be about balanced in power and use. Personally, I lean toward the opinion that martial powers should be recharged at the beginning of each encounter, and I tried to emulate that here. 8 might not be a good cap, but I figured it was balanced out by the Monk basically being guaranteed a full 8 every encounter—needs tweaking for sure. I view Monks as strikers and skirmishers, so I leaned into more damage and less defense in this proposal. I think this suggestion accomplishes that, but it is just a theory build. (That said, it changes Monk damage very little since they already get a d6 for their Martial Arts die now anyway, and the few Monk weapons that let them use a d8 only boost DPR by 1 per hit.) Very interesting. I think your suggested change for Flurry has a lot of potential. Maybe it can be a scaling feature—at higher levels you can spend more Ki for additional punches? Maybe not necessary, but I think the idea is worth exploring. As for making Patient Defense a Reaction rather than a Bonus Action, it would see more use at my tables if that were the case, while also giving certain Monks decision paralysis about what to do with all of their options for Reactions. Of all the changes I made, the change to Deflect/Redirect Missiles is my least favorite. I couldn't find something that threaded the needle quite right. I'm loosely supportive of adding more Reactions to Monks as a high-level feature, but only loosely. 5e tries to keep a tight rein on the action economy. Fair enough. In my mind, the addition of letting you use Wisdom rather than Dexterity mostly exists as a ribbon feature, but one that could be very useful to players who begin play about level 6. But again, I think of it as a ribbon with occasional bite. I cannot plan for every possible variant of the rules, just the standard rules, when speaking to a mass audience. Originally this was the feature that gave you a third attack with your attack action, but I swapped the two and don't remember why. I think most of my suggestions past 12th level need lots of tweaking and testing. I've never played with a group that's lasted past 12th level in 5e, and most people I know never have, so as far as I am concerned abilities for 15th level (and all others above 12) mostly exist as food for thought anyway, or campaigns that start at high levels. I think these are pretty good fixes for Open Hand, if the Monk were to move this direction. I don't have much time to work on class revisions like this, but if I get free time I'm curious to see what I'd come up with if I incorporated some of the ideas from this conversation. Most of all, I really like your suggestion of having Flurry add an attack to your Action, rather than your Bonus Action. [/QUOTE]
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