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Comparing Monk DPR
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<blockquote data-quote="Lord Twig" data-source="post: 8242386" data-attributes="member: 31754"><p>Hmmm... I guess it would be a... limitation? It means that a monk gets no more benefit from a magic weapon than a barbarian, paladin or ranger and they all get less benefit than the fighter. They all get two attacks with their magic weapon. After 11th level the fighter gets more.</p><p></p><p>After giving it some thought, I have revised my improved ki feature abilities. The Flurry of Blows is fine. It adds an extra unarmed strike, but it doesn't overshadow the fighter because you still have to spend ki to get the extra attack and it has to be an unarmed strike, which, as has been discussed, is generally weaker than an extra weapon attack. Being able to use Patient Defense as a reaction overshadowed Deflect Missiles and prevents the monk from making an opportunity attack, which I think actually makes them less useful. So instead I just added an AC bonus to the ability. Finally allowing Step of the Wind to give both the Disengage and Dash actions, plus tripling your jump distance is a pretty good upgrade since by 11th level the monk will be moving ~50' with a single move and can run along walls and over water. Disengage makes you immune to opportunity attacks for the turn, which allows the monk to move right past enemies without having to swing wide to get around them. So the final abilities (for my house rules) look like this:</p><p></p><p><strong>Flurry of Blows</strong></p><p>Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. At 11th level you can make three unarmed strikes as a bonus action instead of two.</p><p></p><p><strong>Patient Defense</strong></p><p>You can spend 1 ki point to take the Dodge action as a bonus action on your turn. At 11th level you also gain a +3 bonus to your armor class until the beginning of your next turn.</p><p></p><p><strong>Step of the Wind</strong></p><p>You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. At 11th level you can take both the Disengage and Dash action as a bonus action on your turn, and your jump distance is tripled for the turn.</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 8242386, member: 31754"] Hmmm... I guess it would be a... limitation? It means that a monk gets no more benefit from a magic weapon than a barbarian, paladin or ranger and they all get less benefit than the fighter. They all get two attacks with their magic weapon. After 11th level the fighter gets more. After giving it some thought, I have revised my improved ki feature abilities. The Flurry of Blows is fine. It adds an extra unarmed strike, but it doesn't overshadow the fighter because you still have to spend ki to get the extra attack and it has to be an unarmed strike, which, as has been discussed, is generally weaker than an extra weapon attack. Being able to use Patient Defense as a reaction overshadowed Deflect Missiles and prevents the monk from making an opportunity attack, which I think actually makes them less useful. So instead I just added an AC bonus to the ability. Finally allowing Step of the Wind to give both the Disengage and Dash actions, plus tripling your jump distance is a pretty good upgrade since by 11th level the monk will be moving ~50' with a single move and can run along walls and over water. Disengage makes you immune to opportunity attacks for the turn, which allows the monk to move right past enemies without having to swing wide to get around them. So the final abilities (for my house rules) look like this: [B]Flurry of Blows[/B] Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. At 11th level you can make three unarmed strikes as a bonus action instead of two. [B]Patient Defense[/B] You can spend 1 ki point to take the Dodge action as a bonus action on your turn. At 11th level you also gain a +3 bonus to your armor class until the beginning of your next turn. [B]Step of the Wind[/B] You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. At 11th level you can take both the Disengage and Dash action as a bonus action on your turn, and your jump distance is tripled for the turn. [/QUOTE]
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