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Casters vs Martials: Part 1 - Magic, its most basic components
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<blockquote data-quote="Asisreo" data-source="post: 8493254" data-attributes="member: 7019027"><p>I'm not going to turn this thread into a monk thread, but a monk player has to be keenly aware of all their features and resources to work well. </p><p></p><p>There are ways to mitigate Opportunity Attacks. The most basic (and probably worst) is to BA disengage. A common one is to BA dodge to make you tankier for the entire round. </p><p></p><p>But subclasses give abilities that help. The Open monk can simply remove the target's ability to make a reaction. The shadow monk can cast Darkness. The Elemonk can either use Fire Snakes to never be in melee or WW/Broken Air to prone them from a distance. </p><p></p><p></p><p>Feats are broken. </p><p></p><p>The subclass choices are Control choices. You don't get handed control features other than Stunning Strike from the base chassis. Like I said, OHmonks can inflict prone by targeting dex, giving advantage on other melee attackers. There's other sources of control outside of stunning Strike on a monk's kit. </p><p></p><p>SS is quite powerful, though. </p><p></p><p>In general, Monks aren't tanky against attacks, but they do well against effects. </p><p></p><p>In fact, Monks tradeoff direct damage and defense with 2 things melee martials in 5e usually lack: Adaptability. </p><p></p><p>A melee Fighter faces a ranged attacker, and they just kinda take the hits at face value. Monks can reduce the damage and reflect them back. </p><p></p><p>A fighter faces a creature that frightens its targets, the fighter just has to wait until they save, a monk can cure themselves.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8493254, member: 7019027"] I'm not going to turn this thread into a monk thread, but a monk player has to be keenly aware of all their features and resources to work well. There are ways to mitigate Opportunity Attacks. The most basic (and probably worst) is to BA disengage. A common one is to BA dodge to make you tankier for the entire round. But subclasses give abilities that help. The Open monk can simply remove the target's ability to make a reaction. The shadow monk can cast Darkness. The Elemonk can either use Fire Snakes to never be in melee or WW/Broken Air to prone them from a distance. Feats are broken. The subclass choices are Control choices. You don't get handed control features other than Stunning Strike from the base chassis. Like I said, OHmonks can inflict prone by targeting dex, giving advantage on other melee attackers. There's other sources of control outside of stunning Strike on a monk's kit. SS is quite powerful, though. In general, Monks aren't tanky against attacks, but they do well against effects. In fact, Monks tradeoff direct damage and defense with 2 things melee martials in 5e usually lack: Adaptability. A melee Fighter faces a ranged attacker, and they just kinda take the hits at face value. Monks can reduce the damage and reflect them back. A fighter faces a creature that frightens its targets, the fighter just has to wait until they save, a monk can cure themselves. [/QUOTE]
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