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Playtest Packet 6: Monk reactions?
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<blockquote data-quote="ZetaShift" data-source="post: 9057473" data-attributes="member: 7040959"><p>Said this earlier but I'm <em>very</em> disappointed in this playtest for Monks, since they're practically the same class and even worse in some aspects. But I will try to be positive first as a make a "first reaction" review.</p><p></p><p>Pros:</p><ul> <li data-xf-list-type="ul">Starting D6 MA Die and ending at a d12. The d12 isn't remarkable, it's moreso that they start at a d6 for their unarmed strikes now. It's only one point extra on average, two if they use their bonus action attack, but whatever. A small buff.</li> <li data-xf-list-type="ul">Weapon Masteries ig? I dunno who plays monk for the weapons besides kensei and the available masteries aren't really that crazy but sure?</li> <li data-xf-list-type="ul">Empowered Strikes cuz force damage and force is the best in the game. Although I don't see the point ever choosing anything besides force and it steps on the Astral Monk's territory......</li> <li data-xf-list-type="ul">Heightened Metabolism helps the Monk last more thru out the day but it really doesn't solve the issue of in-combat usage of ki--- er, I mean dis-a-points. At it comes at level 7 which is nearing the end of most campaigns, so it really doesn't solve the issue of low level monks struggling with ki-- dis-a-points. Uh positive thoughts, moving on.</li> <li data-xf-list-type="ul">Self-Restoration now is a bonus action instead of an action, but that still infringes on their action economy and alot of these charmed or frightened abilities tend to make you do something before you can continue with your actions as normal.</li> <li data-xf-list-type="ul">Deflect Energy? They nuked deflect missile, split it in half and threw the latter half in levels most people don't play at. I mean you can grab Eldritch Blasts now. Well you can only grab one before the other 3 blasts kill you but yay.</li> <li data-xf-list-type="ul">Perfect Discipline isn't the capstone anymore so already better. Although still has the issue of you needing 0 ki(dis-a-points) to gain any resources back.</li> <li data-xf-list-type="ul">Defy Death is cool but super expensive for no reason, which the monk didn't need lol. And it's an odd fantasy shift, esp since this overlaps with the Long Death 11th ability.</li> <li data-xf-list-type="ul">Step of the Wind buff. Should've been like that in the first place, so glad to see it.</li> </ul><p>Well that's alot of good things right? Onto the negatives.</p><p></p><p>Cons:</p><ul> <li data-xf-list-type="ul">Death of Monk Weapons. I don't understand the reason, maybe it's their attempt to create niches for weapon monks and unarmed monks but unarmed monks for the most part have nothing besides like "damage" and that isn't remarkable even now.</li> <li data-xf-list-type="ul">Monks still suck at grappling since it requires their strength mod. Literally all they had to do was allow a "Martial Arts" modifier between strength or dex to use for deflect missiles, unarmored defense, etc. So in the very least <em>some </em>monks can be good at grappling if they want to.</li> <li data-xf-list-type="ul">Still a d8 hit die. Middling AC and squishy for no reason so they'll explode at a feather's graze in melee range.</li> <li data-xf-list-type="ul">Dis-a-points are still a problem in early game, especially when many subclass abilities <strong>hinge </strong>on having dis-a-points to utilize them, like the Open Hand. Waiting until level 7 to gain an out-of-combat recovery tool is terrible.</li> <li data-xf-list-type="ul">Deflect Missiles is a dex saving throw for whatever reason, and the monks are notorious for low DCs so it's not as if most monsters will have an issue overcoming this. Also still costs a dis-a-point? Really?</li> <li data-xf-list-type="ul">OH MY GOD WHAT DID THEY DO TO STUNNING STRIKE???? This was single-handedly the BIGGEST blow to the class. Now I am of the opinion that it needs a rework because the state it was in was unhealthy for the game, the class, the player and the DM. But this was not the rework at all. It still is a sink for their dis-a-points, it still is a CON save, it's once per turn and they only benefit till the START of their next turn? Someone contact the Geneva Conventions cuz this is a WARCRIME.</li> <li data-xf-list-type="ul">9th level ability lol still bad.</li> <li data-xf-list-type="ul">No more purity of body or poison immunity. Kay.</li> <li data-xf-list-type="ul">Empty Body dead. I didn't like the invisibility, but they could've kept the advantage/disadvantage part of it. Kay.</li> <li data-xf-list-type="ul">(edit) The DPR of the class is still weak, only growing less than 10 points by endgame iirc. Not really the massive dpr buff I expected lol.</li> </ul><p>Overall this sucked. Honestly I think in the tiers it counts, so t1 and t2(levels 1-10) the class is worse off. Never thought I'd see the day where they'd make a worse iteration of the 5e monk but here we are. Stuff like this makes me appreciate the pf2e monk alot.</p></blockquote><p></p>
[QUOTE="ZetaShift, post: 9057473, member: 7040959"] Said this earlier but I'm [I]very[/I] disappointed in this playtest for Monks, since they're practically the same class and even worse in some aspects. But I will try to be positive first as a make a "first reaction" review. Pros: [LIST] [*]Starting D6 MA Die and ending at a d12. The d12 isn't remarkable, it's moreso that they start at a d6 for their unarmed strikes now. It's only one point extra on average, two if they use their bonus action attack, but whatever. A small buff. [*]Weapon Masteries ig? I dunno who plays monk for the weapons besides kensei and the available masteries aren't really that crazy but sure? [*]Empowered Strikes cuz force damage and force is the best in the game. Although I don't see the point ever choosing anything besides force and it steps on the Astral Monk's territory...... [*]Heightened Metabolism helps the Monk last more thru out the day but it really doesn't solve the issue of in-combat usage of ki--- er, I mean dis-a-points. At it comes at level 7 which is nearing the end of most campaigns, so it really doesn't solve the issue of low level monks struggling with ki-- dis-a-points. Uh positive thoughts, moving on. [*]Self-Restoration now is a bonus action instead of an action, but that still infringes on their action economy and alot of these charmed or frightened abilities tend to make you do something before you can continue with your actions as normal. [*]Deflect Energy? They nuked deflect missile, split it in half and threw the latter half in levels most people don't play at. I mean you can grab Eldritch Blasts now. Well you can only grab one before the other 3 blasts kill you but yay. [*]Perfect Discipline isn't the capstone anymore so already better. Although still has the issue of you needing 0 ki(dis-a-points) to gain any resources back. [*]Defy Death is cool but super expensive for no reason, which the monk didn't need lol. And it's an odd fantasy shift, esp since this overlaps with the Long Death 11th ability. [*]Step of the Wind buff. Should've been like that in the first place, so glad to see it. [/LIST] Well that's alot of good things right? Onto the negatives. Cons: [LIST] [*]Death of Monk Weapons. I don't understand the reason, maybe it's their attempt to create niches for weapon monks and unarmed monks but unarmed monks for the most part have nothing besides like "damage" and that isn't remarkable even now. [*]Monks still suck at grappling since it requires their strength mod. Literally all they had to do was allow a "Martial Arts" modifier between strength or dex to use for deflect missiles, unarmored defense, etc. So in the very least [I]some [/I]monks can be good at grappling if they want to. [*]Still a d8 hit die. Middling AC and squishy for no reason so they'll explode at a feather's graze in melee range. [*]Dis-a-points are still a problem in early game, especially when many subclass abilities [B]hinge [/B]on having dis-a-points to utilize them, like the Open Hand. Waiting until level 7 to gain an out-of-combat recovery tool is terrible. [*]Deflect Missiles is a dex saving throw for whatever reason, and the monks are notorious for low DCs so it's not as if most monsters will have an issue overcoming this. Also still costs a dis-a-point? Really? [*]OH MY GOD WHAT DID THEY DO TO STUNNING STRIKE???? This was single-handedly the BIGGEST blow to the class. Now I am of the opinion that it needs a rework because the state it was in was unhealthy for the game, the class, the player and the DM. But this was not the rework at all. It still is a sink for their dis-a-points, it still is a CON save, it's once per turn and they only benefit till the START of their next turn? Someone contact the Geneva Conventions cuz this is a WARCRIME. [*]9th level ability lol still bad. [*]No more purity of body or poison immunity. Kay. [*]Empty Body dead. I didn't like the invisibility, but they could've kept the advantage/disadvantage part of it. Kay. [*](edit) The DPR of the class is still weak, only growing less than 10 points by endgame iirc. Not really the massive dpr buff I expected lol. [/LIST] Overall this sucked. Honestly I think in the tiers it counts, so t1 and t2(levels 1-10) the class is worse off. Never thought I'd see the day where they'd make a worse iteration of the 5e monk but here we are. Stuff like this makes me appreciate the pf2e monk alot. [/QUOTE]
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