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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: 8215798" data-attributes="member: 6704184"><p>Okay? And I played a mundane Paladin once whose smite was just a very precise attack, healing was morale based, etc. that doesn’t mean the Paladin needs to support that idea in general. Classes having an identity is a good thing. </p><p></p><p>To me, the monk doesn’t make sense as every sort of Unarmored and unarmed combatant.</p><p></p><p>I’d rather make an alt feature for the fighter wheel they lose some proficiencies in favor of Unarmored defense: Int than treat the mystic nature of the monk as mundane.</p><p>And seriously, give the fighter that variant feature and pick the unarmed FS and Battlemaster archetype, and it’s an excellent boxer. </p><p></p><p>So you use tripping attack. Again, the issue here is how grappling works, not how the monk is designed.</p><p>The only thing I’d add to the monk to model “wrastlin” is the ability to spend 1 ki as a bonus action when you hit to make it a big hit rather than adding two small hits. Maybe an option to add a secondary effect, like a grapple, trip, forced movement, etc, along with a little extra damage, rather than just adding extra damage. The “big move” moment. </p><p></p><p>Which, like I already said, absolutely add to the ki feature list. 100%. The class isn’t going to be OP by having some more ways to spend ki in the base class. </p><p></p><p>Sure. They should be better handled, though the basic grapple rules are solid and unfairly maligned. Any melee combatant should be able to do that stuff. </p><p></p><p>It should not be a “monk thing”. Martial arts in the real world sense is an “every weapon using character thing”, not a monk thing.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8215798, member: 6704184"] Okay? And I played a mundane Paladin once whose smite was just a very precise attack, healing was morale based, etc. that doesn’t mean the Paladin needs to support that idea in general. Classes having an identity is a good thing. To me, the monk doesn’t make sense as every sort of Unarmored and unarmed combatant. I’d rather make an alt feature for the fighter wheel they lose some proficiencies in favor of Unarmored defense: Int than treat the mystic nature of the monk as mundane. And seriously, give the fighter that variant feature and pick the unarmed FS and Battlemaster archetype, and it’s an excellent boxer. So you use tripping attack. Again, the issue here is how grappling works, not how the monk is designed. The only thing I’d add to the monk to model “wrastlin” is the ability to spend 1 ki as a bonus action when you hit to make it a big hit rather than adding two small hits. Maybe an option to add a secondary effect, like a grapple, trip, forced movement, etc, along with a little extra damage, rather than just adding extra damage. The “big move” moment. Which, like I already said, absolutely add to the ki feature list. 100%. The class isn’t going to be OP by having some more ways to spend ki in the base class. Sure. They should be better handled, though the basic grapple rules are solid and unfairly maligned. Any melee combatant should be able to do that stuff. It should not be a “monk thing”. Martial arts in the real world sense is an “every weapon using character thing”, not a monk thing. [/QUOTE]
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