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Do you plan to adopt D&D5.5One2024Redux?
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<blockquote data-quote="Clint_L" data-source="post: 9283008" data-attributes="member: 7035894"><p>Yeah, I'm just not seeing it as a particularly concerning multi-class option. It doesn't seem much different from some other good dips. Basically, we are talking about potentially being able to use a bonus action to dodge/disengage twice per combat, at the cost of two levels in the main class, or two levels of fighter, or all the other interesting options. I could see some builds going for it, especially if a player has a particular concept and mostly plays in very high level games that are focused on combat with extreme optimization, but what percentage of games are we talking about, here? Way under 1%, from all the numbers we've been given. It's not really a pressing concern, IMO.</p><p></p><p>The pressing concern is making monks more fun to play for folks who like playing monks, at the levels where most games actually happen. These changes deliver on that in spades. I've been play testing them, and as I posted above, my main concern is that the deflect attack feature is awfully strong for its cost of just a reaction, and probably makes monk a bit too tanky. </p><p></p><p>We've decided to take the current campaign all the way to 20 when the Vecna adventure comes out, and I am going to continue to main monk all the way, play testing the UA rules, so we'll see how it plays at the highest level. It does indeed look very strong at those top levels, especially between Superior Defence at level 18 at the new capstone (+4 to dex and wisdom).</p><p></p><p>But right now, monk is SO FUN. It finally delivers on the fantasy of all those martial arts movies.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9283008, member: 7035894"] Yeah, I'm just not seeing it as a particularly concerning multi-class option. It doesn't seem much different from some other good dips. Basically, we are talking about potentially being able to use a bonus action to dodge/disengage twice per combat, at the cost of two levels in the main class, or two levels of fighter, or all the other interesting options. I could see some builds going for it, especially if a player has a particular concept and mostly plays in very high level games that are focused on combat with extreme optimization, but what percentage of games are we talking about, here? Way under 1%, from all the numbers we've been given. It's not really a pressing concern, IMO. The pressing concern is making monks more fun to play for folks who like playing monks, at the levels where most games actually happen. These changes deliver on that in spades. I've been play testing them, and as I posted above, my main concern is that the deflect attack feature is awfully strong for its cost of just a reaction, and probably makes monk a bit too tanky. We've decided to take the current campaign all the way to 20 when the Vecna adventure comes out, and I am going to continue to main monk all the way, play testing the UA rules, so we'll see how it plays at the highest level. It does indeed look very strong at those top levels, especially between Superior Defence at level 18 at the new capstone (+4 to dex and wisdom). But right now, monk is SO FUN. It finally delivers on the fantasy of all those martial arts movies. [/QUOTE]
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Do you plan to adopt D&D5.5One2024Redux?
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