Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How does the Monk perform? (and revisiting monk spells)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ClockworkNinja" data-source="post: 6814267" data-attributes="member: 6801651"><p>I like the overall idea of the monk class but everything about how 5e did the monk just irritates me more the more I examine, think about, and play with it. A few of my gripes and proposed solution: </p><p></p><p>-Mechanics </p><p>The densely written legalese of the martial arts feature confounds me to this day. Its like they took a rule from another RPG that had no relation to the 5e ruleset and pasted into the monk class. This separate rule has overlap with several existing rules (off-hand attacks, finesse property) but does not mesh with the rest of the system at all. I DM encounters and have had to repeatedly explain the Byzantine rule differences between "Monk weapons" and "Weapons monks are proficient with." </p><p></p><p>Other core Monk features also tend to be extremely limited and narrow in how they work with little to no room for improvisation or interpretation. Its like playing a spellcaster, but without the ability to choose your spells. </p><p></p><p></p><p>-Theme & characterization</p><p>There are several character tropes that fall under the definition of "monk", from the bare-knuckled brawling of real-world hand-to-hand fighters to the cinematic wire-fu of wulin movies, to the spectacular powers of Avatar: the last airbender. </p><p></p><p>The existing monk subclasses make an attempt at replicating these ideals but are too diluted to really accomplish it: for example, the way of open hand offers no bonus to things like improvised weapons or grappling, and even a level 20 Elemental master can only learn 5 not!spells (counting the cantrip) and guzzles ki to use them. </p><p></p><p></p><p></p><p>-The solution</p><p>My main proposal for a rebuilt monk is to choose a subclass at level 1. The core class would be a basic skeleton, with each subclass specializing in a different field:</p><ul> <li data-xf-list-type="ul">"Monk" core<br /> -Basic class chassis, gives unarmed attacks, unarmored defense, bonus to athletics and acrobatics. <br /> <br /> Subclasses:</li> <li data-xf-list-type="ul">Brawler<br /> -Extra bonuses for fighting unarmed. Improvised weapon proficiency. Bonuses to grappling, shoving, and other physical control. </li> <li data-xf-list-type="ul">Ninja<br /> -Stealth bonus. focus on nova damage, perhaps copied from the Rouge (assassin). </li> <li data-xf-list-type="ul">Sohei<br /> -Martial weapon proficiency. Movement bonuses. High-level hains flight or flight-like abilities. </li> <li data-xf-list-type="ul">Shugenja <br /> -1/2 or 1/3 Spellcaster. Not "features that work just like spells"- actual spells. Probably borrows spells from the Druid in the way that the EK borrows from the wizard. </li> </ul><p>I am (slowly) writing this up with an eye toward publishing on the DM guild, and would appreciate everyone's reactions to my idea.</p></blockquote><p></p>
[QUOTE="ClockworkNinja, post: 6814267, member: 6801651"] I like the overall idea of the monk class but everything about how 5e did the monk just irritates me more the more I examine, think about, and play with it. A few of my gripes and proposed solution: -Mechanics The densely written legalese of the martial arts feature confounds me to this day. Its like they took a rule from another RPG that had no relation to the 5e ruleset and pasted into the monk class. This separate rule has overlap with several existing rules (off-hand attacks, finesse property) but does not mesh with the rest of the system at all. I DM encounters and have had to repeatedly explain the Byzantine rule differences between "Monk weapons" and "Weapons monks are proficient with." Other core Monk features also tend to be extremely limited and narrow in how they work with little to no room for improvisation or interpretation. Its like playing a spellcaster, but without the ability to choose your spells. -Theme & characterization There are several character tropes that fall under the definition of "monk", from the bare-knuckled brawling of real-world hand-to-hand fighters to the cinematic wire-fu of wulin movies, to the spectacular powers of Avatar: the last airbender. The existing monk subclasses make an attempt at replicating these ideals but are too diluted to really accomplish it: for example, the way of open hand offers no bonus to things like improvised weapons or grappling, and even a level 20 Elemental master can only learn 5 not!spells (counting the cantrip) and guzzles ki to use them. -The solution My main proposal for a rebuilt monk is to choose a subclass at level 1. The core class would be a basic skeleton, with each subclass specializing in a different field: [LIST] [*]"Monk" core -Basic class chassis, gives unarmed attacks, unarmored defense, bonus to athletics and acrobatics. Subclasses: [*]Brawler -Extra bonuses for fighting unarmed. Improvised weapon proficiency. Bonuses to grappling, shoving, and other physical control. [*]Ninja -Stealth bonus. focus on nova damage, perhaps copied from the Rouge (assassin). [*]Sohei -Martial weapon proficiency. Movement bonuses. High-level hains flight or flight-like abilities. [*]Shugenja -1/2 or 1/3 Spellcaster. Not "features that work just like spells"- actual spells. Probably borrows spells from the Druid in the way that the EK borrows from the wizard. [/LIST] I am (slowly) writing this up with an eye toward publishing on the DM guild, and would appreciate everyone's reactions to my idea. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How does the Monk perform? (and revisiting monk spells)
Top