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me finally making the big monk discussion thread
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<blockquote data-quote="Cap'n Kobold" data-source="post: 8211753" data-attributes="member: 6802951"><p>Splitting off the "I am a skilled martial artist" from the "I channel magic through myself to do supernatural things" concepts might be worthwhile. Simply having an unarmoured fighting style for martial classes and an unarmed fighter subtype could do a lot of that.</p><p></p><p>The issue with the baseline monk is that is has OK performance, but no knobs and levers to crank up its performance through optimisation.</p><p>Actually playing a monk can take a lot of tactical thought, since it has a lot of movement and potential resource usage. However although you generally have to try to build a bad monk, you can't push their performance much through system mastery and min/maxing.</p><p>If the basic monk is equivalent to the standard sword-and-board champion Fighter, there is no monk equivalent of the Hand crossbow-using Sharpshooter crossbow expert Battlemaster fighter.</p><p></p><p>Four elements monk also has conceptual issues in that element-benders are full-casters, and a half-caster like the monk class cannot meet expectations as a full caster.</p><p></p><p>I think before you really get down to the nitty-gritty of deciding what the monk needs, you need to lay out the baseline level of performance that you are aiming for, and the adventuring day assumptions you're making.</p><p>Are you aiming for something that functions like a Paladin? Fighter? How good a Fighter?</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 8211753, member: 6802951"] Splitting off the "I am a skilled martial artist" from the "I channel magic through myself to do supernatural things" concepts might be worthwhile. Simply having an unarmoured fighting style for martial classes and an unarmed fighter subtype could do a lot of that. The issue with the baseline monk is that is has OK performance, but no knobs and levers to crank up its performance through optimisation. Actually playing a monk can take a lot of tactical thought, since it has a lot of movement and potential resource usage. However although you generally have to try to build a bad monk, you can't push their performance much through system mastery and min/maxing. If the basic monk is equivalent to the standard sword-and-board champion Fighter, there is no monk equivalent of the Hand crossbow-using Sharpshooter crossbow expert Battlemaster fighter. Four elements monk also has conceptual issues in that element-benders are full-casters, and a half-caster like the monk class cannot meet expectations as a full caster. I think before you really get down to the nitty-gritty of deciding what the monk needs, you need to lay out the baseline level of performance that you are aiming for, and the adventuring day assumptions you're making. Are you aiming for something that functions like a Paladin? Fighter? How good a Fighter? [/QUOTE]
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