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Does WotC view the Monk class as overtuned from their perspective?
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<blockquote data-quote="Kinematics" data-source="post: 9179929" data-attributes="member: 6932123"><p>I could easily see putting the monk at a 1d10 hit die instead of 1d8. Some are comparing it to the fighter, but I'd actually consider it more like the ranger (which also tends towards a Dex/Con/Wis stat build). Most monk-like concepts that I can think of (monk/ronin/jedi/etc) tends towards a high resilience. Certainly more than the rogue, which puts more effort into avoiding being hit in order to survive.</p><p></p><p>Figuring out how much damage the monk "should" do is rather difficult. I haven't worked out a complete power budget system, so the best I can do is compare DPR with other classes I've put into spreadsheets.</p><p></p><p>I tried a few experimental ideas in the spreadsheet. Giving FoB a total of 3 strikes instead of 2 starting at level 11 was one possibility, and another was just giving monk a second extra attack at level 11 (like fighter, and the warlock's UA7 Thirsting Blade). On the one hand, increasing the FoB attacks gives you the increasing H2H die size even if you're using a normal weapon for basic attacks. On the other hand, increasing basic attacks means you get them even if you use your bonus action for something else. Overall, I think I'd prefer a second extra attack rather than changing FoB.</p><p></p><p>Either way, monk is still weaker than other martial classes, but it puts it closer, and close enough that the various other tactical options are more justified in making up the difference. More importantly, it gives a damage bump at level 11, where currently monk has basically no improvement in damage from level 8 to level 16 aside from a single martial arts die size bump. Having no damage output improvement over the entirety of tier 3 (and a good chunk of tier 2) seems like the second main issue monk has.</p><p></p><p>As for the low-level stuff, in the toss-up between "free" DP usage (eg: limited versions of abilities at level 1) and more DP, I think I'd lean more on the more DP side (+Wis mod points, most likely). Alternatively, give a Font of Magic-like ability to convert another resource to more DP. Perhaps you can sacrifice a hit die for more DP (probably a fixed amount, like 3 DP). After all, sorcerers can sacrifice spell slots for more SP when they want more SP to use class features.</p><p></p><p>This kind of demands a better understanding of the power budgets being applied to the various classes, though. I'm still trying to get a handle on that.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 9179929, member: 6932123"] I could easily see putting the monk at a 1d10 hit die instead of 1d8. Some are comparing it to the fighter, but I'd actually consider it more like the ranger (which also tends towards a Dex/Con/Wis stat build). Most monk-like concepts that I can think of (monk/ronin/jedi/etc) tends towards a high resilience. Certainly more than the rogue, which puts more effort into avoiding being hit in order to survive. Figuring out how much damage the monk "should" do is rather difficult. I haven't worked out a complete power budget system, so the best I can do is compare DPR with other classes I've put into spreadsheets. I tried a few experimental ideas in the spreadsheet. Giving FoB a total of 3 strikes instead of 2 starting at level 11 was one possibility, and another was just giving monk a second extra attack at level 11 (like fighter, and the warlock's UA7 Thirsting Blade). On the one hand, increasing the FoB attacks gives you the increasing H2H die size even if you're using a normal weapon for basic attacks. On the other hand, increasing basic attacks means you get them even if you use your bonus action for something else. Overall, I think I'd prefer a second extra attack rather than changing FoB. Either way, monk is still weaker than other martial classes, but it puts it closer, and close enough that the various other tactical options are more justified in making up the difference. More importantly, it gives a damage bump at level 11, where currently monk has basically no improvement in damage from level 8 to level 16 aside from a single martial arts die size bump. Having no damage output improvement over the entirety of tier 3 (and a good chunk of tier 2) seems like the second main issue monk has. As for the low-level stuff, in the toss-up between "free" DP usage (eg: limited versions of abilities at level 1) and more DP, I think I'd lean more on the more DP side (+Wis mod points, most likely). Alternatively, give a Font of Magic-like ability to convert another resource to more DP. Perhaps you can sacrifice a hit die for more DP (probably a fixed amount, like 3 DP). After all, sorcerers can sacrifice spell slots for more SP when they want more SP to use class features. This kind of demands a better understanding of the power budgets being applied to the various classes, though. I'm still trying to get a handle on that. [/QUOTE]
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Does WotC view the Monk class as overtuned from their perspective?
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