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Playtest Packet 6: Monk reactions?
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<blockquote data-quote="Clint_L" data-source="post: 9057378" data-attributes="member: 7035894"><p>They can keep up with the damage curve, for a few rounds, anyway. But are much squishier than other melee types and don't offer exceptional utility, so their niche is unclear. Or use their ki for patient defence to keep up with survivability, while falling off on damage.</p><p></p><p>Question: does any version of an ideal party composition from levels 1-4 currently feature a monk?</p><p></p><p></p><p>I think Stunning Strike is a bit overrated; it gets spammed because monks don't have many options, and when it works it is fantastic. It typically has a low DC due to monks being MAD, so it gets resisted a lot, leading to rapid resource depletion. And it makes monks boring - one thing I am currently enjoying about playing a Way of Mercy monk is having a decent alternative use for ki, which most monk sub-classes lack.</p><p></p><p>So thus far playtest monks are gaining +1 damage to their martial arts die, improved step of the wind, and a big nerf to their signature ability, stunning strike. Like, we can debate whether this is an overall buff, nerf, or wash but I'm not seeing much here that will move monks out of being the definitive bottom echelon class, at least not in levels 1-6.</p><p></p><p></p><p></p><p>I don't think that level 7 is nearly as amazing as others do, but that's probably because our group is very liberal with the length of short rests (it's narrative driven) and don't often run a lot of back-to-back encounters. But what actually improves for monks during these levels? As the base class you can get di back with a much shorter rest, once and...what else? Self Restoration is basically a nerf, and everything else is a wash. You do get a better sub-class feature at level 11, all of which have to do with mobility.</p><p></p><p>So...play a monk so that by level 11 you can live the dream of being the fast skirmishing warrior that WotC are clearly telegraphing as the class fantasy? They also tell us that 96% of campaigns end by level 10...</p><p></p><p></p><p>I see weapon mastery abilities as a wash, since every martial class is getting them. If anything, they are overall a nerf to monks, since monk unarmed attacks won't get to use them.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9057378, member: 7035894"] They can keep up with the damage curve, for a few rounds, anyway. But are much squishier than other melee types and don't offer exceptional utility, so their niche is unclear. Or use their ki for patient defence to keep up with survivability, while falling off on damage. Question: does any version of an ideal party composition from levels 1-4 currently feature a monk? I think Stunning Strike is a bit overrated; it gets spammed because monks don't have many options, and when it works it is fantastic. It typically has a low DC due to monks being MAD, so it gets resisted a lot, leading to rapid resource depletion. And it makes monks boring - one thing I am currently enjoying about playing a Way of Mercy monk is having a decent alternative use for ki, which most monk sub-classes lack. So thus far playtest monks are gaining +1 damage to their martial arts die, improved step of the wind, and a big nerf to their signature ability, stunning strike. Like, we can debate whether this is an overall buff, nerf, or wash but I'm not seeing much here that will move monks out of being the definitive bottom echelon class, at least not in levels 1-6. I don't think that level 7 is nearly as amazing as others do, but that's probably because our group is very liberal with the length of short rests (it's narrative driven) and don't often run a lot of back-to-back encounters. But what actually improves for monks during these levels? As the base class you can get di back with a much shorter rest, once and...what else? Self Restoration is basically a nerf, and everything else is a wash. You do get a better sub-class feature at level 11, all of which have to do with mobility. So...play a monk so that by level 11 you can live the dream of being the fast skirmishing warrior that WotC are clearly telegraphing as the class fantasy? They also tell us that 96% of campaigns end by level 10... I see weapon mastery abilities as a wash, since every martial class is getting them. If anything, they are overall a nerf to monks, since monk unarmed attacks won't get to use them. [/QUOTE]
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Playtest Packet 6: Monk reactions?
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