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Buffing monks: with simple changes.
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<blockquote data-quote="kapars" data-source="post: 8638365" data-attributes="member: 7034730"><p>I agree that Stunning Strike should be nerfed because it is at best situationally useful yet occupies a lot of the power budget of the class. The designers seem to be terrified of it. In terms of making it better I’d consider the following options:</p><p>1. Revert to the playtest where the attempt triggered on a critical hit. It would become quite niche but make space for other features to improve.</p><p>2. Make it one attempt per turn. Similar to 1 but less rare and consumes resources. Not my favorite</p><p>3. Keep it as is but have it have a similar effect to the Slow spell. No save. More frequent and less encounter breaking</p><p>4. Combine 1+3.</p><p></p><p>I actually like 4 because you can flurry to increase the chances, some DMs don’t get nervous about their encounter balance and you are not consuming yet more resources that you need to play your sub-class. There will be an outcry for the change from Stun to Slow but that can be reduced by still letting you spend a Ki to try for the CON save. Rare though not impossible, much less of a trap, makes it seem more fair when it occurs to those not running the math.</p><p></p><p>The playtest had a lot more of this approach of having features that work without Ki but can be enhanced by spending it. Something got lost before the 2014 version.</p></blockquote><p></p>
[QUOTE="kapars, post: 8638365, member: 7034730"] I agree that Stunning Strike should be nerfed because it is at best situationally useful yet occupies a lot of the power budget of the class. The designers seem to be terrified of it. In terms of making it better I’d consider the following options: 1. Revert to the playtest where the attempt triggered on a critical hit. It would become quite niche but make space for other features to improve. 2. Make it one attempt per turn. Similar to 1 but less rare and consumes resources. Not my favorite 3. Keep it as is but have it have a similar effect to the Slow spell. No save. More frequent and less encounter breaking 4. Combine 1+3. I actually like 4 because you can flurry to increase the chances, some DMs don’t get nervous about their encounter balance and you are not consuming yet more resources that you need to play your sub-class. There will be an outcry for the change from Stun to Slow but that can be reduced by still letting you spend a Ki to try for the CON save. Rare though not impossible, much less of a trap, makes it seem more fair when it occurs to those not running the math. The playtest had a lot more of this approach of having features that work without Ki but can be enhanced by spending it. Something got lost before the 2014 version. [/QUOTE]
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