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Playtest 8 Monk Discussion
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<blockquote data-quote="shadowoflameth" data-source="post: 9203983" data-attributes="member: 62336"><p>My initial impression, The Ki Point cost removal and changes to Step of the Wind and Patient Defense are good, and much needed.</p><p></p><p>The Bonus action attack is good and it gives the Monk options in melee that only the monk can get starting Early. i.e. a reason to not just be an unarmed fighter instead at levels 1-4. Dex for grappling is also good.</p><p></p><p>Deflect Attack is good but one of the abilities that I didn't think NEEDED improvement. It's game changing but they need to simplify if it's a melee attack, just make it a disarm and throw if there's a weapon to throw.</p><p></p><p>Stunning Strike I'm on the fence. It means you do less damage on a failed save. Force damage is nice though against foes that you couldn't otherwise hurt. Stunning Strike needs to not be once per turn though, it takes a consumable resource with or without the 'you get something' clause and shouldn't also have been decoupled from your, 'You attack a lot' Ability.</p><p></p><p>Proficiency with Martial weapons that have Finesse give them access to a good number of useful feats. But MAKE THE UNARMED STRIKE A MARTIAL MELEE WEAPON, FINALLY. (underlined three times).</p><p></p><p>The higher level abilities are strong. Mostly I'm happy. I still recommend a fighting style at 1st instead of just upping the damage die to a d6 but with the other changes here, I could play this and enjoy.</p></blockquote><p></p>
[QUOTE="shadowoflameth, post: 9203983, member: 62336"] My initial impression, The Ki Point cost removal and changes to Step of the Wind and Patient Defense are good, and much needed. The Bonus action attack is good and it gives the Monk options in melee that only the monk can get starting Early. i.e. a reason to not just be an unarmed fighter instead at levels 1-4. Dex for grappling is also good. Deflect Attack is good but one of the abilities that I didn't think NEEDED improvement. It's game changing but they need to simplify if it's a melee attack, just make it a disarm and throw if there's a weapon to throw. Stunning Strike I'm on the fence. It means you do less damage on a failed save. Force damage is nice though against foes that you couldn't otherwise hurt. Stunning Strike needs to not be once per turn though, it takes a consumable resource with or without the 'you get something' clause and shouldn't also have been decoupled from your, 'You attack a lot' Ability. Proficiency with Martial weapons that have Finesse give them access to a good number of useful feats. But MAKE THE UNARMED STRIKE A MARTIAL MELEE WEAPON, FINALLY. (underlined three times). The higher level abilities are strong. Mostly I'm happy. I still recommend a fighting style at 1st instead of just upping the damage die to a d6 but with the other changes here, I could play this and enjoy. [/QUOTE]
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