Incenjucar
Legend
I like the idea of a character who has ebb-and-flow abilities in each combat. Adds more tactics to the situation.
I agree.In response to all the "use an action to regain ki" and similar proposals, I have to reiterate my prior stance that ki should just be dropped for all the things a monk does on an average turn. At the point where a limited resource is freely regenerating it is no longer meaningfully a limited resource, and as an unlimited resource it makes the more special abilities running off of it too available.
The level 2 bonus action ki abilities just shouldn't use ki. The amount of ki you get should be balanced accordingly.
What if the cost decreased?I agree.
In Street Fighter terms, Ki should be for Super Moves/Arts. Special/Critical Moves/Arts should cost no ki.
Dragon Punch: Costs No Ki
Bahamut/Tiamat Punch: Costs Ki
I mean that just makes their advancement in dragon punching more quadratic (assuming number of Ki is still progressing at some rate while they level up). It might be justified; it depends what dragon punch does and what the progression of other classes looks like, and what other demands are being made on ki.What if the cost decreased?
Dragon punch at level 5 cost 2 ki.
Dragon punch at level 11 cost 1 ki.
Dragon punch at level 17 cost 0 ki.
Opposite.What if the cost decreased?
Dragon punch at level 5 cost 2 ki.
Dragon punch at level 11 cost 1 ki.
Dragon punch at level 17 cost 0 ki.
I don’t honk you need to reduce ki at all to accomplish that, but it is a valid option.Ki is the problem. Having it equal your monk level was the original sin of the class in 5e, and having so many things run off ki compounded the issue immensely.
Drop Ki, or make it a more limited resource used only for stunning strike and some high end subclass abilities (but just making stunning strike X times per rest would be fine). Maybe the basic Ki powered features should be handed out over multiple levels to balance it out, but basically as is, without stunning strike and some subclass features a monk with unlimited ki is not really more effective, deadly, or capable at most levels than a Rogue who has no such resource to manage, so they should just drop the resource management, or severely curtail it.
It may not fit your idea of the class based on D&D experiences, but remember that the roots of this class are in kung-fu movies from the 70s. And what does the hero do in these movies? He beats up dozens of people in a succession of one-at-a-time unarmed exchanges. "I can do this all day" should be the guiding star for the class. It's one thing to limit how often the hero can stun, run on water, or pull off the special, secret death touch exploding heart technique, but he should be able to beat up mooks while moving fast as lightning all day long.
I agree with increasing martial arts bonus attacks at level 5, but not with the FoB change.Opposite.
Flurry of Blows should not be something monks spam.
The monk should get 2 unarmed/monk attacks at level 1 and 3 at level 5.
Flurry of Blows should be an Action for 4-6 unarmed attacks for 2 ki.
Wait, to spend your ki you need to duck, go right, minijump and punch into the air?I agree.
In Street Fighter terms, Ki should be for Super Moves/Arts. Special/Critical Moves/Arts should cost no ki.
Dragon Punch: Costs No Ki
Bahamut/Tiamat Punch: Costs Ki
No. The Uppercut costs no ki.Wait, to spend your ki you need to duck, go right, minijump and punch into the air?