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General Tabletop Discussion
*Dungeons & Dragons
me finally making the big monk discussion thread
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<blockquote data-quote="doctorbadwolf" data-source="post: 8215410" data-attributes="member: 6704184"><p>Kensei isn't broken. Not even kinda sorta.</p><p></p><p>This is simply not true on any level. I've played a custom monk subclass that uses polearms, and another that gets mage hand, bigby's hand, and some other "make a magical hand" spells, as well as catapult, magic stone, and eventually telekinesis, and can punch at increasing distance when they use flurry, making a basic telekinetic monk. They change the way the class plays, but its pretty easy to keep them balanced.</p><p></p><p>How is the base rigid?</p><p></p><p>No. Every monk should absolutely have those. It's a mystic warrior that doesn't need weaponry or armor. It should be able to use light armor, and probably more weapons (which tasha's kinda solves), but otherwise the level 1-6 monk is exactly right. Later stuff like Tongue of The Sun and Moon is just weird, and should have a few alt options, and I'd absolutely support adding more ki features. The class isn't so strong that it would be broken if we added the ability to learn more ki features during play or during downtime using the training downtime. (see bottom of post)</p><p></p><p>Can you be more specific? What does the Monk not do? </p><p></p><p>Do you feel the Monk needs more moves? A Fighting Style mechanic? What exactly is missing? </p><p></p><p></p><p>As alluded to above, I'd love to see the monk gain the ability to learn additional ki features by meeting other martial artists and mystics, and learning from them. Perhaps you automatically learn 1 at each tier level, and can learn up to X per level. I don't think preparing ki features would make sense, so it would need a limit elsewhere. </p><p></p><p></p><p>However, I'd also say that you can add kobold press' beyond damage dice techniques to the monk without taking anything away, and the class won't be overpowered.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8215410, member: 6704184"] Kensei isn't broken. Not even kinda sorta. This is simply not true on any level. I've played a custom monk subclass that uses polearms, and another that gets mage hand, bigby's hand, and some other "make a magical hand" spells, as well as catapult, magic stone, and eventually telekinesis, and can punch at increasing distance when they use flurry, making a basic telekinetic monk. They change the way the class plays, but its pretty easy to keep them balanced. How is the base rigid? No. Every monk should absolutely have those. It's a mystic warrior that doesn't need weaponry or armor. It should be able to use light armor, and probably more weapons (which tasha's kinda solves), but otherwise the level 1-6 monk is exactly right. Later stuff like Tongue of The Sun and Moon is just weird, and should have a few alt options, and I'd absolutely support adding more ki features. The class isn't so strong that it would be broken if we added the ability to learn more ki features during play or during downtime using the training downtime. (see bottom of post) Can you be more specific? What does the Monk not do? Do you feel the Monk needs more moves? A Fighting Style mechanic? What exactly is missing? As alluded to above, I'd love to see the monk gain the ability to learn additional ki features by meeting other martial artists and mystics, and learning from them. Perhaps you automatically learn 1 at each tier level, and can learn up to X per level. I don't think preparing ki features would make sense, so it would need a limit elsewhere. However, I'd also say that you can add kobold press' beyond damage dice techniques to the monk without taking anything away, and the class won't be overpowered. [/QUOTE]
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