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Playtest Packet 6: Monk reactions?
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<blockquote data-quote="Chaosmancer" data-source="post: 9058813" data-attributes="member: 6801228"><p>Okay, so a 29% boost is enough for you to balance the Fighter having the same AC and effectively 288% more hit points (can't forget Second Wind after all)</p><p></p><p>Is a 16% boost enough for that difference? Because that's a fighter that is dual-wielding like the monk.</p><p></p><p>And remember, we aren't talking about a generic monk, we are talking about a maximally optimized monk using weapon masteries to make two bonus action attacks. Something that may well be patched and prevented because it is out-of-line. If we go with a more standard monk, say a player who believes that they should be an unarmed combatant and just uses their fists then they are getting numbers of 8% and 0% of a damage boost.</p><p></p><p></p><p></p><p>I have not been trying to say that monks are "bad at combat" at level 1. I've been trying to say that monks don't get any real features at level one to balance out what they lose. They are still able to be quite effective as long as they don't get hit. That is my frustration.</p><p></p><p>Monk damage starts dropping from top of the line to mid-tier between levels 5 and 9, and then by level 11 they are doing FAR too little damage. And yes, the increase of +1 per attack is helping a little with that. But deeper problems remain.</p><p></p><p>Unarmored Defense and Martial Arts = Medium Armor Proficiency and Dual-Wielding Fighting Style. If a DM allows Fighting Style feats at level one, then literally any class can match the baseline of a monk with their fists. Some of them would exceed the monk easily with that. And, frankly, I don't find Medium Armor Proficiency and Dual-Wielding enough for a class at level 1. Every class that has those features gets more.</p><p></p><p>And once you hit level two? As currently set up you may get two rounds of combat in a day where you feel like you are doing something the Fighter Dual-wielder isn't doing. This isn't a complaint about damage, it is a complaint about class identity. They need more, because they can't deliver on the class fantasy.</p><p></p><p>Personally? I'm leaning towards level 1 they get points, Step of the Wind, and a d10 HD. It lets them be far more comfortable in melee, since they will start with 11 hp, and they start off with an iconic part of their kit. Mobility. Wouldn't touch their damage at level 1, just give them something NO ONE else can do.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9058813, member: 6801228"] Okay, so a 29% boost is enough for you to balance the Fighter having the same AC and effectively 288% more hit points (can't forget Second Wind after all) Is a 16% boost enough for that difference? Because that's a fighter that is dual-wielding like the monk. And remember, we aren't talking about a generic monk, we are talking about a maximally optimized monk using weapon masteries to make two bonus action attacks. Something that may well be patched and prevented because it is out-of-line. If we go with a more standard monk, say a player who believes that they should be an unarmed combatant and just uses their fists then they are getting numbers of 8% and 0% of a damage boost. I have not been trying to say that monks are "bad at combat" at level 1. I've been trying to say that monks don't get any real features at level one to balance out what they lose. They are still able to be quite effective as long as they don't get hit. That is my frustration. Monk damage starts dropping from top of the line to mid-tier between levels 5 and 9, and then by level 11 they are doing FAR too little damage. And yes, the increase of +1 per attack is helping a little with that. But deeper problems remain. Unarmored Defense and Martial Arts = Medium Armor Proficiency and Dual-Wielding Fighting Style. If a DM allows Fighting Style feats at level one, then literally any class can match the baseline of a monk with their fists. Some of them would exceed the monk easily with that. And, frankly, I don't find Medium Armor Proficiency and Dual-Wielding enough for a class at level 1. Every class that has those features gets more. And once you hit level two? As currently set up you may get two rounds of combat in a day where you feel like you are doing something the Fighter Dual-wielder isn't doing. This isn't a complaint about damage, it is a complaint about class identity. They need more, because they can't deliver on the class fantasy. Personally? I'm leaning towards level 1 they get points, Step of the Wind, and a d10 HD. It lets them be far more comfortable in melee, since they will start with 11 hp, and they start off with an iconic part of their kit. Mobility. Wouldn't touch their damage at level 1, just give them something NO ONE else can do. [/QUOTE]
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Playtest Packet 6: Monk reactions?
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