doctorbadwolf
Heretic of The Seventh Circle
IME Stunning Strike being their main shtick is more of a thing the more "online" the player is. Every monk player I know who doesn't go on DnD discussion sites of various kinds uses stunning strike much more sparingly than folks around here assume as the norm/universal case.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.
If we imagined for a moment that no one was having a disatisfying experience playing monks, yes, it would mean that the monk doesn't need an overhaul, regardless of what the spreadsheets say.And just because people are having fun doesn't mean the mechanics don't need an overhaul.
The fact that the monk got fairly minor upgrades in Tasha's, while the Ranger got massive upgrades, suggests to me that the majority of monk players are having more fun than not.
Because that would be incredibly boring, and wouldn't let you throw arrows back at people? Upgrading it to Deflect Attacks (including even spell attacks at, say, 6th level) would be much more fun, engaging, and different from other classes.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?
But the whole idea that just because you don't like the class it's just a collection of bad features is pretty silly.
As it should be.Some features interact with Ki, some don't.
um....what. While most of the features that directly improve the martial arts class features are in the subclasses where they can vary quite widely and serve to make the subclasses play very differently, there are a ton of such features. Open Hand. But also, Flurry of Blows is an improvement on Martial Arts. It's a multiplier.None of them seems to improve the base Martial Arts class features.
Huh. My shadow monk wrecks house pretty solidly. I'll allow that the subclass could get like, shadowblade, added to the spell list and not be overpowered, and I'd have prefered the teleport at level 3, and then add the advantage at 6, and just genreally some kind of "when you use flurry of blows" ability, but especially now that I can bonus action punch someone any time I use my action to spend ki, and can easily get advantage on the first attack every round in many fights, and the game is now full of feats that let you get stuff like hunter's mark, most of the pain points i did see with the build are gone.I played a Way of Shadow Monk and the running up walls, sneaking around, teleporting into shadows (though I kept forgetting the advantage afterwards)... it's pretty cool. But when a fight breaks out I feel like a friggin' sidekick. Despite having godly rolled stats I felt super easy to hit and frail, felt like I had no damage, and I kept running out of Ki points while trying to keep up in terms of damage or control with the rest of the party.
I will happily grant that every subclass should be adding something to at least one of the ki features, though. Some of what you do as part of that subclass should be an improved version of a base class feature, not just a new way to spend ki.
I would happily take a more interesting stunning strike, though. Someone suggested changing it to the effects of the slow spell. I like that.