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<blockquote data-quote="doctorbadwolf" data-source="post: 7161172" data-attributes="member: 6704184"><p>I don't care about level 20. literally at all. IMO, it's almost entirely irrelevant to any discussion about comparative power in DnD. Levels 3-12 or so are the most important levels in the game, imo. 1-15 is the range I even care about for balance considerations. Beyond that, it is basically the epic game, and I don't expect balance or even good design. Because it's DnD and only one edition has ever designed the "end game" well, and even if had problems. </p><p></p><p>The Mystic also gets the bare minimum proficiencies. The already small subclass would have to use some of its power budget bridging that gap. I'm not sure that the basics of the monk could fit in the level 1 and 3 subclass set of features. The difference matters at low levels, and somewhat at mid levels, which is what matters. </p><p></p><p>So, </p><p></p><p>Use of a list of weapons as monk weapons, unarmed fighting boost, unarmored fighting boost (the monk should be able to wear light armor and still get martial arts and unarmored movement, imo, but that's a separate issue), some kind of boost to survivability (I'd be fine with something like adding Wisdom mod to hp or something), increased speed, and Ki abilities. Looking at the mystic disciplines, you can get there, but not if you want to also have any variation of concept. If your monk can't have a set of distinct and evocative disciplines/schools/styles/whatever...is it really a fantasy monk? </p><p></p><p>If unarmored movement, flurry of blows, step of the wind, etc are locked in to a psi discipline, anyone who wants to play the classic monk archetype is stuck with that one discipline. </p><p></p><p>And the base class still has some stuff that does nothing for the archetype. Some of it fits, but only a *very* supernatural monk. No room in a mystic subclass for a character that pushes the boundaries of the humanly possible without feeling *magic*, which is what the Open Hand Monk is there for. </p><p></p><p>Nah, mystic subclass would be a kludge. A better one than a sorcerer/rogue or a fighter subclass, but a kludge nonetheless. </p><p></p><p>Otoh, I'd love a rewrite of the four elements monk that gets wu Jen disciplines and can spend Ki on them. And one that gets the mystic's ability to paionically add damage to weapon attacks, and some nomad disciplines. </p><p></p><p>Basically, some of what the mystic does would be great as monk subclasses. The two classes are a lot like the paladin and Cleric, except that the Cleric is terrible.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7161172, member: 6704184"] I don't care about level 20. literally at all. IMO, it's almost entirely irrelevant to any discussion about comparative power in DnD. Levels 3-12 or so are the most important levels in the game, imo. 1-15 is the range I even care about for balance considerations. Beyond that, it is basically the epic game, and I don't expect balance or even good design. Because it's DnD and only one edition has ever designed the "end game" well, and even if had problems. The Mystic also gets the bare minimum proficiencies. The already small subclass would have to use some of its power budget bridging that gap. I'm not sure that the basics of the monk could fit in the level 1 and 3 subclass set of features. The difference matters at low levels, and somewhat at mid levels, which is what matters. So, Use of a list of weapons as monk weapons, unarmed fighting boost, unarmored fighting boost (the monk should be able to wear light armor and still get martial arts and unarmored movement, imo, but that's a separate issue), some kind of boost to survivability (I'd be fine with something like adding Wisdom mod to hp or something), increased speed, and Ki abilities. Looking at the mystic disciplines, you can get there, but not if you want to also have any variation of concept. If your monk can't have a set of distinct and evocative disciplines/schools/styles/whatever...is it really a fantasy monk? If unarmored movement, flurry of blows, step of the wind, etc are locked in to a psi discipline, anyone who wants to play the classic monk archetype is stuck with that one discipline. And the base class still has some stuff that does nothing for the archetype. Some of it fits, but only a *very* supernatural monk. No room in a mystic subclass for a character that pushes the boundaries of the humanly possible without feeling *magic*, which is what the Open Hand Monk is there for. Nah, mystic subclass would be a kludge. A better one than a sorcerer/rogue or a fighter subclass, but a kludge nonetheless. Otoh, I'd love a rewrite of the four elements monk that gets wu Jen disciplines and can spend Ki on them. And one that gets the mystic's ability to paionically add damage to weapon attacks, and some nomad disciplines. Basically, some of what the mystic does would be great as monk subclasses. The two classes are a lot like the paladin and Cleric, except that the Cleric is terrible. [/QUOTE]
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