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Buffing monks: with simple changes.
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<blockquote data-quote="Chaosmancer" data-source="post: 8449551" data-attributes="member: 6801228"><p>See, but the "without increasing maximum damage" is the point we are saying is actually part of the problem. Because around level 11 the majority of classes DO increase their maximum damage. Every spellcaster gets a boost to cantrips and new spell levels, fighters get three attacks, rogue have constantly scaling sneak, paladins get Improved Divine Smite. Everyone is getting a spike, so it ends up noticeable that Monks and Rangers generally don't. </p><p></p><p></p><p>And I wouldn't go too heavy on the "people consistently undervalue" stuff. The Paladin gets +2d8 damage every single turn at will with no research expenditure. The Monster Slayer monk gets a single counterspell chance once per short rest. One of these is clearly far more consistently useful in combat than the other, just from the resources angle. The Drunk Monk can spend 2 ki to remove disadvantage, which first requires you to be at disadvantage, and 2 Ki is decently significant for the goal of restoring you to your default state. It isn't just a combat ability, I get that, but part of this realization is that most everyone else is getting not just a combat ability, but a damaging combat ability, around this level.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8449551, member: 6801228"] See, but the "without increasing maximum damage" is the point we are saying is actually part of the problem. Because around level 11 the majority of classes DO increase their maximum damage. Every spellcaster gets a boost to cantrips and new spell levels, fighters get three attacks, rogue have constantly scaling sneak, paladins get Improved Divine Smite. Everyone is getting a spike, so it ends up noticeable that Monks and Rangers generally don't. And I wouldn't go too heavy on the "people consistently undervalue" stuff. The Paladin gets +2d8 damage every single turn at will with no research expenditure. The Monster Slayer monk gets a single counterspell chance once per short rest. One of these is clearly far more consistently useful in combat than the other, just from the resources angle. The Drunk Monk can spend 2 ki to remove disadvantage, which first requires you to be at disadvantage, and 2 Ki is decently significant for the goal of restoring you to your default state. It isn't just a combat ability, I get that, but part of this realization is that most everyone else is getting not just a combat ability, but a damaging combat ability, around this level. [/QUOTE]
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