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Playtest Packet 6: Monk reactions?
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<blockquote data-quote="Justice and Rule" data-source="post: 9057963" data-attributes="member: 6778210"><p>Nah, just let them do more things for free! I thought about doing something similar like this and when I tested it, it sucked to have to take a turn doing nothing just to be able to do something the next turn. Then you get on a loop where you do something, recover, do something, recover. It's like you're a Martial Arts crossbow, but slower. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p></p><p></p><p></p><p>Shadow Step was <em>always</em> free. It's one of the reasons why the Way of Shadow was always a top-tier Monk class: your gimmick depends on the environment, but the conditions aren't <em>terrible </em>and it's incredibly useful.</p><p></p><p>Now let me say, the changes to Shadow Arts are <strong><em>fantastic. </em></strong>Darkness doesn't just cost 1 DP instead of 2, but you can <em><strong>see through it</strong></em> and you an also <strong><em>move it</em></strong>. I stat'd up a luchadore ninja and one of the problems I had was that I needed a few levels in Warlock so that I could see through my own Darkness. This solves that completely! I can basically do my build straight-up as a Monk 6 build, or maybe 1 Rogue 1/Monk 6 build. But absolutely, this was a great f***ing change. And Cloak of Shadows is doing what I <em>want</em> them to do: instead of making the cool power cost a DP, remove the cost and allow an extra benefit from adding a DP. Solid all around. I think I said elsewhere that Wizards should focus on making all their subclasses like they make their Shadow ones because they are generally pretty damn good.</p><p></p><p></p><p></p><p>Open Hand was made worse by allowing a save to avoid losing their reaction. Flat out bad change because that one just didn't need a save.</p><p></p><p>Wholeness of Body now costs DP, gets me less HP, and has a <strong><em>second resource limit</em></strong> on it. Sure, I can do it quicker, but I get a helluva lot less by using it now and it takes away from me being able to be a punch-monk.</p><p></p><p>Fleet Step is at <em><strong>11th Level</strong></em> and admittedly it's okay, but it's just combining two things that Rogues could already do with Bonus Actions into 1 Bonus Action. Monks should honestly be able to Dash as a Bonus Action for free <em>anyways</em>. I'm not too impressed.</p><p></p><p></p><p></p><p>Elemental is okay: it's competent and workmanlike but also generic and flavorless for what it's meant to be doing. At the least it's definitely more DP efficient than the previous one, but I'd rather something more involved, where you got a bunch of flavorful techniques that you could pick from. But that goes against how things seem to be going for Martials, and maybe they've just conceded that they don't know how to balance spell-like abilities with DP.</p><p></p><p></p><p></p><p>I would agree that the concept is overall pretty good, as are some of the powers. But rather than having everything cost something, I'd rather the monk just be able to do a bunch of cool things and if they want to keep doing <em>more</em> in one turn, let them spend for it. My Punch-Monk's entire gimmick relies on me being able to use Flurry of Blows: whatever improvement you give me doesn't matter if I don't have DP. So... why not let me not need DP for <em>that thing? </em>I then have my niche and when I want to move outside it, I can use DP to supplement my flexibility.</p><p></p><p>I mean, I think they should get more DP overall <em>anyways</em>, but I think from a design standpoint they should start lowering costs across the board and they should start by making your normal gimmick free.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9057963, member: 6778210"] Nah, just let them do more things for free! I thought about doing something similar like this and when I tested it, it sucked to have to take a turn doing nothing just to be able to do something the next turn. Then you get on a loop where you do something, recover, do something, recover. It's like you're a Martial Arts crossbow, but slower. :confused: Shadow Step was [I]always[/I] free. It's one of the reasons why the Way of Shadow was always a top-tier Monk class: your gimmick depends on the environment, but the conditions aren't [I]terrible [/I]and it's incredibly useful. Now let me say, the changes to Shadow Arts are [B][I]fantastic. [/I][/B]Darkness doesn't just cost 1 DP instead of 2, but you can [I][B]see through it[/B][/I] and you an also [B][I]move it[/I][/B]. I stat'd up a luchadore ninja and one of the problems I had was that I needed a few levels in Warlock so that I could see through my own Darkness. This solves that completely! I can basically do my build straight-up as a Monk 6 build, or maybe 1 Rogue 1/Monk 6 build. But absolutely, this was a great f***ing change. And Cloak of Shadows is doing what I [I]want[/I] them to do: instead of making the cool power cost a DP, remove the cost and allow an extra benefit from adding a DP. Solid all around. I think I said elsewhere that Wizards should focus on making all their subclasses like they make their Shadow ones because they are generally pretty damn good. Open Hand was made worse by allowing a save to avoid losing their reaction. Flat out bad change because that one just didn't need a save. Wholeness of Body now costs DP, gets me less HP, and has a [B][I]second resource limit[/I][/B] on it. Sure, I can do it quicker, but I get a helluva lot less by using it now and it takes away from me being able to be a punch-monk. Fleet Step is at [I][B]11th Level[/B][/I] and admittedly it's okay, but it's just combining two things that Rogues could already do with Bonus Actions into 1 Bonus Action. Monks should honestly be able to Dash as a Bonus Action for free [I]anyways[/I]. I'm not too impressed. Elemental is okay: it's competent and workmanlike but also generic and flavorless for what it's meant to be doing. At the least it's definitely more DP efficient than the previous one, but I'd rather something more involved, where you got a bunch of flavorful techniques that you could pick from. But that goes against how things seem to be going for Martials, and maybe they've just conceded that they don't know how to balance spell-like abilities with DP. I would agree that the concept is overall pretty good, as are some of the powers. But rather than having everything cost something, I'd rather the monk just be able to do a bunch of cool things and if they want to keep doing [I]more[/I] in one turn, let them spend for it. My Punch-Monk's entire gimmick relies on me being able to use Flurry of Blows: whatever improvement you give me doesn't matter if I don't have DP. So... why not let me not need DP for [I]that thing? [/I]I then have my niche and when I want to move outside it, I can use DP to supplement my flexibility. I mean, I think they should get more DP overall [I]anyways[/I], but I think from a design standpoint they should start lowering costs across the board and they should start by making your normal gimmick free. [/QUOTE]
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