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Buffing monks: with simple changes.
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<blockquote data-quote="Undrave" data-source="post: 8639891" data-attributes="member: 7015698"><p>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.</p><p></p><p>And just because people are having fun doesn't mean the mechanics don't need an overhaul.</p><p></p><p>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? </p><p></p><p>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.</p><p></p><p>I'd prefer 2d6 over d12 for the consistency myself.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8639891, member: 7015698"] 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. And just because people are having fun doesn't mean the mechanics don't need an overhaul. 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? 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'd prefer 2d6 over d12 for the consistency myself. [/QUOTE]
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