"Glaive" covers a wide variety of medieval weapons, some of which were large and clunky.A naginata is basically a glaive - a blade on a stick.
Can anyone think of a good reason not to simply throw away the heavy weapon restriction on kensai? Perhaps replace it with a 1d10 damage cap to ban 2h swords etc?
Do the polearms on a kensei outperform long bows (an allowed weapon)?
They would, until your martial arts die reaches d10 (late-game enough that most campaigns never get there). But only by a point per attack, so 2-4 per round times whatever your hit percentage is. Which I wouldn't really call a game-breaking amount.
The bigger issue would be: if you allowed two-handed weapons, there would be no reason not to use one. I'm not sure if that's more of a problem or a solution.
The PAM bonus action attack is useless for a monk, and the reach opportunity attack isn't very powerful. Dex based polearm is no better than a whip for a high level kensai, GWM might be an issue. Perhaps adding non-heavy polearms is a better solution.
I think it's a mistake to try too hard to reconcile game terms ("monk", "reach", "glaive") with their historical inspirations. That way lies madness.
Agreed. I don’t care about any historical accuracy on this topic, really. What I want is to be able to model perfectly common archetypes, like a polearm wielding wushu/Kung fu warrior. The fact that there are actual polearms in the game, with greater striking range than shorter weapons, but none can be used by the monk, and the weapons they can use all have the same striking range as a punch, means I can’t satisfyingly fulfill that archetype.
I think the best solution, as put forth ITT, is to simply make a couple finesse, non-Heavy, polearms that are Monk Weapons.
If there weren’t variable striking ranges for melee Weapons in the game, sure. Just like if all ranged weapons had the same range, I could model any thrown weapon with a handaxe. But those mechanics are in the game, which means that a spear will never play like a glaive. For me, there is literally no value in having those mechanics if they don’t serve to mechanically differentiate between thematic concepts. The game would benefit from eliminating them, if not for the value of mechanically distinct thematic concepts.I have sympathy for that goal, but I think you can get there by refluffing the spear to have a more Glaive-like head.
none taken, it just isn’t true, at least in the sense of wanting a more powerful character. I do often try to “optimize” mechanical distinction, which is what I’m doing here.Except you seem to really want reach, too, which strikes me as more about optimization than concept. (No offense intended; I often do the same thing.)
but it does distinguish between a spear that is used one or two handed, and a longer weapon that needs two hands. Bc it does so, I can’t escape the knowledge that what my character is doing in the actual game does not match what the concept suggests, even though the mechanics exist for it to do so.This is part of what I meant by game terms versus historical accuracy. The weapon you are envisioning should, logically, have a reach advantage over, say, swords. But so should a staff or a spear. Unfortunately (or fortunately?) that's just not how the game uses the term 'reach', when applied to a 5' grid.
how so?You could take the Mobile feat; that could give you the feel of striking from beyond reach.
EDIT: Another option, if you're going to homebrew anyway, is make a subclass that specifically uses polearms. That way you can bake in balance and not have to create a weapon that is strictly better than anything on the list. The 3rd level ability could simply be, "Polearms are now monk weapons for you."
EDIT 2: I might add, "...and they are not considered heavy when you wield them." Just to prevent yet another cookie-cutter GWM build.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.