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Buffing monks: with simple changes.
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<blockquote data-quote="clearstream" data-source="post: 8376427" data-attributes="member: 71699"><p>I think we want the monk to be clearly differentiated from barbarian and fighter. Barbarian is intended to be hit (lots of HP, damage resistance). Fighter I will look at below under AC. I think monk is a light striker, so the d8 is right. I agree with you that monks are problematic, but would suggest that the problem lies elsewhere.</p><p></p><p></p><p>One way or another, they need to deal more damage. TCoE offers them a wider range of weapons, a bonus attack triggered by spending ki on anything, and a minor form of precision. For me the martial arts die increase is justified.</p><p></p><p>Other approaches I've thought of are - a 'Refocus' feature, that works like fighter action surge but gives monks a bonus action, and changing the tavern brawler and dual wielder feats to work for monks. The former by switching from granting a d4 to giving a +1 bonus to unarmed damage. The latter by adding that it obviates the use of a bonus action for the off-hand attack (might be too strong!)</p><p></p><p></p><p>I tried this and disliked that it kind of forced monks to prioritise wisdom. Where I landed was just - give them 2 or 3 more ki at 2nd level! Our shadow monk was fine for ki in the second half of tier 2. The painful part is being ki-starved in tier 1 and a good part of tier 2. I like other suggestions, especially the one free use approach to ki features. Monk and sorcerer have the same problem - both should probably start with more points and then scale more slowly.</p><p></p><p></p><p>I think you make a good point here! A monk should have more skills. It feels highly appropriate, and they can make good use of them.</p><p></p><p></p><p>Where barbarians take a punch, fighters deflect them with high AC. Meaning I think monk <em>shouldn't</em> have better AC than they do now. They have the tools to play as a kiting class - movement, bonus action dodge or disengage - they just need the ki to do so.</p><p></p><p></p><p>Were I picking from your suggestions (and tweaking) it would be - increase martial arts die, give monks a flat 2 extra ki at level 2, extra skill proficiency. Those three changes would all feel meaningful and make them more fun to play.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8376427, member: 71699"] I think we want the monk to be clearly differentiated from barbarian and fighter. Barbarian is intended to be hit (lots of HP, damage resistance). Fighter I will look at below under AC. I think monk is a light striker, so the d8 is right. I agree with you that monks are problematic, but would suggest that the problem lies elsewhere. One way or another, they need to deal more damage. TCoE offers them a wider range of weapons, a bonus attack triggered by spending ki on anything, and a minor form of precision. For me the martial arts die increase is justified. Other approaches I've thought of are - a 'Refocus' feature, that works like fighter action surge but gives monks a bonus action, and changing the tavern brawler and dual wielder feats to work for monks. The former by switching from granting a d4 to giving a +1 bonus to unarmed damage. The latter by adding that it obviates the use of a bonus action for the off-hand attack (might be too strong!) I tried this and disliked that it kind of forced monks to prioritise wisdom. Where I landed was just - give them 2 or 3 more ki at 2nd level! Our shadow monk was fine for ki in the second half of tier 2. The painful part is being ki-starved in tier 1 and a good part of tier 2. I like other suggestions, especially the one free use approach to ki features. Monk and sorcerer have the same problem - both should probably start with more points and then scale more slowly. I think you make a good point here! A monk should have more skills. It feels highly appropriate, and they can make good use of them. Where barbarians take a punch, fighters deflect them with high AC. Meaning I think monk [I]shouldn't[/I] have better AC than they do now. They have the tools to play as a kiting class - movement, bonus action dodge or disengage - they just need the ki to do so. Were I picking from your suggestions (and tweaking) it would be - increase martial arts die, give monks a flat 2 extra ki at level 2, extra skill proficiency. Those three changes would all feel meaningful and make them more fun to play. [/QUOTE]
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