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General Tabletop Discussion
*Dungeons & Dragons
me finally making the big monk discussion thread
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<blockquote data-quote="Stalker0" data-source="post: 8217022" data-attributes="member: 5889"><p>So I've made several alternate monks over the years, and several I've posted to ENWORLD. As I've pruned through what changes I felt were really good vs overcompensating, this is the short list of things that fix a lot of the monk issues for me.</p><p></p><p>Base Changes</p><ul> <li data-xf-list-type="ul">Monks do d8 damage with unarmed strikes. Their flurry of blows and martial arts bonus action attack use the martial arts die. (monk no longer have to use a quarterstaff to feel effective).</li> <li data-xf-list-type="ul">Patient Defense is now a reaction (aka use it when you need it, and you no longer have to sacrifice offense for defense as you can still use your other Ki abilities on the same turn).</li> <li data-xf-list-type="ul">Stunning Strike: When you hit with a melee weapon, you may attempt a stunning strike. You can do this no more than once per round. (remove the KI requirement but also removed the stun spam. Monks gain a cool effect attempt each round, but spend their ki on their other fun stuff).</li> <li data-xf-list-type="ul">Unarmored Defense: Now 11 + Dex + Prof Bonus (remove the requirement of wisdom for basic combat effectiveness, reduce the MAD dependency).</li> </ul><p>Added Ability</p><ul> <li data-xf-list-type="ul">1st level monk ability: Healing Trance. As an action, spend one of your monk hitdice. You become incapacitated for a number of rounds equal to the value of the hitdice rolled, though you may choose to end the condition early. While incapacitated in this way, you heal 1 damage at the start of your turn.</li> </ul><p>(I gave monk's effective but slow after combat healing, as opposed to the fighter who gets less healing but is immediate and does not consume hitdice. Also note this only works with monk hitdice, so there is no multiclass dipping issues).</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8217022, member: 5889"] So I've made several alternate monks over the years, and several I've posted to ENWORLD. As I've pruned through what changes I felt were really good vs overcompensating, this is the short list of things that fix a lot of the monk issues for me. Base Changes [LIST] [*]Monks do d8 damage with unarmed strikes. Their flurry of blows and martial arts bonus action attack use the martial arts die. (monk no longer have to use a quarterstaff to feel effective). [*]Patient Defense is now a reaction (aka use it when you need it, and you no longer have to sacrifice offense for defense as you can still use your other Ki abilities on the same turn). [*]Stunning Strike: When you hit with a melee weapon, you may attempt a stunning strike. You can do this no more than once per round. (remove the KI requirement but also removed the stun spam. Monks gain a cool effect attempt each round, but spend their ki on their other fun stuff). [*]Unarmored Defense: Now 11 + Dex + Prof Bonus (remove the requirement of wisdom for basic combat effectiveness, reduce the MAD dependency). [/LIST] Added Ability [LIST] [*]1st level monk ability: Healing Trance. As an action, spend one of your monk hitdice. You become incapacitated for a number of rounds equal to the value of the hitdice rolled, though you may choose to end the condition early. While incapacitated in this way, you heal 1 damage at the start of your turn. [/LIST] (I gave monk's effective but slow after combat healing, as opposed to the fighter who gets less healing but is immediate and does not consume hitdice. Also note this only works with monk hitdice, so there is no multiclass dipping issues). [/QUOTE]
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