Horwath
Legend
same as d4Except that d12 is by far the coolest die. Who doesn’t want to roll d12?
d10 is an aberration.
same as d4Except that d12 is by far the coolest die. Who doesn’t want to roll d12?
d10 is an aberration.
2d12 at 20th level. Then you have multiple dice to pick up off the floor after waiting an eternity for them to stop rolling.Except that d12 is by far the coolest die. Who doesn’t want to roll d12?
d10 is an aberration.
You can still make another attack as a bonus action. What this does is give you the option to still get three attacks when you use a bonus action for something else like patient defense.Instead of 2 attacks as a bonus action ?
Although this would free up your BA to use PD or SotW, wouldn't this put monks even further behind in the damage dept than they already are ?
I like this refund idea. I'll try it out in the playtesting this weekendMaybe if I got my Ki refunded if it failed I'd be more likely to use them?
Well since you’re playtest try regaining Proficiency Bonus worth Ki as an Action spending a hit die or Martial Arts Ki as an Action spending a hit die. If we had this as an optional class feature once or twice per day instead of the Healing option in Tasha’s it would’ve helped a lot.I like this refund idea. I'll try it out in the playtesting this weekend![]()
Those are different concerns from what was described in the post I was replying to.I play on a Westmarches with 1000s of players on it. It’s the least frequently played class and while those (30 odd I think) that play it enjoy it for its flavor I promise you that each and every one of us wishes for more HP, more Ki and less restrictive mechanics for armor, multi-classing etc. I think that’s a meaningful enough sample size to suggest help is needed.
I have multi-classed it too. I’m specifically referring to the 13 in two stats which makes multi-classing with something INT/CHA based difficult unless you sacrifice CON. This is in the context of point buy of course.Those are different concerns from what was described in the post I was replying to.
I agree the monk needs more ki. (And more magic items, but that’s just bc it’s boring to not have any) Yhat doesn’t make what they described accurate to most people’s experience.
as for multiclassing, I’ve multiclassed about half of the monks I’ve played, and seen many more in play, so I’m not sure what you mean. Druid, Ranger, rogue, fighter, I even did a monk/wizard that was a lot of fun, and had wild AC in Bladesong, Shadowblade, Hunter’s mark from Fey touched, and lots of fun tricks.
My Cobalt Soul/Inquisitive Rogue is one of my favorite characters, and I miss playing my Open Hand Monk/Swashbuckler Rogue.
The class has some pain points, but it’s far from ineffective.
Yeah in general I think 5e would be improved by having a higher point buy for people who use that option.I have multi-classed it too. I’m specifically referring to the 13 in two stats which makes multi-classing with something INT/CHA based difficult unless you sacrifice CON. This is in the context of point buy of course.
Which, BTW, comes online at level 5, when everybody else gets their schtick at level 1 or 2. The Monk really sticks out compared to other class because it's defining feature seems to shift with level.While stunning is their primary shtick,
And just because people are having fun doesn't mean the mechanics don't need an overhaul.I don't know what to tell you other than that there are a lot of people that are having a really good time playing monks, so it is plainly false to say the class can't be fun - and if it can be fun, it is fine.
When they designed the Monk they just kept piling on the class features, as if following a laundry list of past edition call backs they had to include. Like, Deflect arrow. It's a cool and flavourful concept but it feels needlessly fiddly for a limited scope feature. Why not just let us spend Ki reactively to do Patient Defense like suggested upthread? Some features interact with Ki, some don't. None of them seems to improve the base Martial Arts class features. Some care about your armor, others do not. It just doesn't feel as coherent mechanically as other classes, despite the clear theming. I think they tried too hard to give you ways to do very specific things instead of the general 'feel' of being a martial artist, if that makes sense?That said, I'll reiterate that I think some of their abilities could and should be tweaked and improved. But the class isn't an ill-defined hot mess with no role. It's a lot of fun to play, even with no changes at all.
I'd prefer 2d6 over d12 for the consistency myself.I would not give monks unarmed damage higher than that of a greatsword.
No matter how much we want to indulge into shaolin mysticism.
That is why I suggested that it maxes out at d12.
That also might be too much, but it's is needed for game balance.