doctorbadwolf
Heretic of The Seventh Circle
For many PCs, sure. For the rogue, it’s a core defining feature. Any given usage is very much not free.Yup it's a bonus!
For many PCs, sure. For the rogue, it’s a core defining feature. Any given usage is very much not free.Yup it's a bonus!
So you're saying that a monk must always use their fist to be an unarmed combatant and even the faintest touch of a ranged weapons eviscerates its identity?Then redefine the monk as a zen archer and be done with having any fantasy for unarmed martial artists.
We're talking about level 1 & 2. By level 3, the monk has options to do melee attacks and still be the elusive skirmisher that uses their speed to stay out of the enemy's range.But this discussion isn't about "once in a while". That's what you keep missing. Sure, if the monk occassionally takes a potshot at someone it isn't like the PHB bursts into flames. But when asked "what do you do if there are no soft ranged attackers for the monk to flank and gank" Mellored and others answer was "then you get out your bow and kite the melee enemies"
Their PLAN consistently, is to be in melee with enemies that can't fight in melee. And then never be in melee against foes who can fight in melee. This is a strategy predicated on the monk being a terrible melee class. And, as an unarmed martial artist fantasy, that would be a failure of class design.
It can literally be both. They don't have to have a single, repetitive task every combat. That's actually what makes monks so fun, they don't rely on the same tactics they did the previous fight even though they're a martial.Now it isn't being able to chase down and dismantle the enemy, now it is being able to move between enemies you can kill in a single blow.
Ok. You can split the party for such endeavors...
Maybe we just play two different games.
And we were comparing the monk with a fighter or barbarian.
No. I said that against single melee opponents, the monk has ranged options.
I just did not say that this is an excuse for the squishiness at level 1 or 2.
A melee fighter with no bow could be kited with a level 2 monk. 2 ki points will make sure that the fight won't ever get close.
But one thing should be held in mind. The melee fighter should win against the monk in melee. If the monk will be better than everyone else, we have the opposite problem.
So you're saying that a monk must always use their fist to be an unarmed combatant and even the faintest touch of a ranged weapons eviscerates its identity?
Can a wizard not use a crossbow just because he's the funny "magic man?"
We're talking about level 1 & 2. By level 3, the monk has options to do melee attacks and still be the elusive skirmisher that uses their speed to stay out of the enemy's range.
Because no, you don't have to take melee damage to be good at dealing melee damage. So if the elemonk wants to hit the enemy from 15ft away and push it back, then they're perfectly viable.
Plus, like, why are we getting so bunched up over your fantasy? How come my fantasy of the monk is suddenly wrong?
It can literally be both. They don't have to have a single, repetitive task every combat. That's actually what makes monks so fun, they don't rely on the same tactics they did the previous fight even though they're a martial.
And it doesn't have to be a single hit, as long as you can down the enemy in a turn, you can immediately go to the next and potentially soften them up with any leftover attacks you didn't use yet.
I want crouching tiger hidden dragon. That definitely includes weapons.
I do not usually reply to my own posts, but another thought occurred, and I wanted to keep them all together.So I have been going through the playtest document and crunching the number and making notes on the pdf as to my thoughts. It occurs to me that the 2023 monk is much better at base compared to the 2014 version and that Wizards are not going to radically change the class.
However, aside from more discipline points and addition to the Martial Arts options. In addition to Flurry of Blow (1 pt.), Patient Defence (1 pt.) and Step of the Wind (1pt.) If one added Hit and Run, Spend 1 discipline point to use the bonus action to make an unarmed strike and a disengage action, would go a long way to helping the monk out.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.