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Does WotC view the Monk class as overtuned from their perspective?
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<blockquote data-quote="Undrave" data-source="post: 9178361" data-attributes="member: 7015698"><p>I was thinking a bit more along the way of Flurry of Blows being two extra attacks without the stat bonus, same as dual weapon fighting. You do one attack with a standard action, maybe with a short sword, doing 1D6+DEX, then you do a off hand attack with your punch for 1D4, then take a bonus action and do two attacks at 1D4 and 1D4. Sure, the potential damage is 1D6+3D4+DEX, but each attack has a change to miss so it’s a little less than you’d expect.</p><p></p><p>Then I’d add stances you can get into by spending a Discipline Point that would affect the whole turn letting you add riders to all your attacks, with some just being extra damage. Basically, making the Monk into a sort of close combat controller. Maybe one of the riders gives the target a penalty to DEX or CON saves to help your caster pals (and your own Stunning Strike later), maybe send the enemies flying back, or maybe you get a chance to knock them prone, make them unable to take reactions to clear the way, or slow them down? Then each subclass could have their specialty stances. Maybe the Elemental Monk can inflict continuous damage by setting enemies on fire?</p><p></p><p>I’d just give them dodge as a bonus action. They can use the extra defense to move away from enemy even if it’s not as good for mobility as a free disengage, but it would also let them stay in place if they want to off-tank for a turn or two.</p><p></p><p>In any case, they should build the Monk to be good at SOMETHING in particular, and use the limited resource to do other stuff beyond that specialty. And no, running through enemy ranks to 'lock down' a caster, while exposing themselves to attack from an entire party of hostile is not 'something' Monks are built to be good at. It's an emergent property if nothing else. </p><p></p><p></p><p>Why is it toxic?!</p></blockquote><p></p>
[QUOTE="Undrave, post: 9178361, member: 7015698"] I was thinking a bit more along the way of Flurry of Blows being two extra attacks without the stat bonus, same as dual weapon fighting. You do one attack with a standard action, maybe with a short sword, doing 1D6+DEX, then you do a off hand attack with your punch for 1D4, then take a bonus action and do two attacks at 1D4 and 1D4. Sure, the potential damage is 1D6+3D4+DEX, but each attack has a change to miss so it’s a little less than you’d expect. Then I’d add stances you can get into by spending a Discipline Point that would affect the whole turn letting you add riders to all your attacks, with some just being extra damage. Basically, making the Monk into a sort of close combat controller. Maybe one of the riders gives the target a penalty to DEX or CON saves to help your caster pals (and your own Stunning Strike later), maybe send the enemies flying back, or maybe you get a chance to knock them prone, make them unable to take reactions to clear the way, or slow them down? Then each subclass could have their specialty stances. Maybe the Elemental Monk can inflict continuous damage by setting enemies on fire? I’d just give them dodge as a bonus action. They can use the extra defense to move away from enemy even if it’s not as good for mobility as a free disengage, but it would also let them stay in place if they want to off-tank for a turn or two. In any case, they should build the Monk to be good at SOMETHING in particular, and use the limited resource to do other stuff beyond that specialty. And no, running through enemy ranks to 'lock down' a caster, while exposing themselves to attack from an entire party of hostile is not 'something' Monks are built to be good at. It's an emergent property if nothing else. Why is it toxic?! [/QUOTE]
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Does WotC view the Monk class as overtuned from their perspective?
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