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Rebuilding a new monk (+)
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<blockquote data-quote="Undrave" data-source="post: 8728769" data-attributes="member: 7015698"><p>One of the biggest thing to fist is the way the Monk is MAD. You gotta do something about it. For one, it needs better Hit Dice so it's not relying so hard on CON to survive hits.</p><p></p><p>I don't like the way the Monk's defensive and offensive capabilities are based off the same ressource. If you want to not be squishy, you need to spend your Bonus Action and Ki on Dodging or Disengaging, but you need those to keep up your damage and managing you Ki points is just not intuitive.</p><p></p><p>I don't think the Monk should have to work that hard to be dodgy and hard to pin down (Rogues can just disengage without needing to spend a ressource!)</p><p></p><p>Spending ressources on your defenses is just not efficient. It doesn't make the fight end faster so it feels like a waste of time.</p><p></p><p>I think the Monk should actually rely on stances instead? So it's a little more going from one mode to another and once a stance is active you don't need to do anything until you change it. The Monk needs a more meaty signiture class ability that is then further modified as they gain level. As it is, the Monk feels like a pile of disparate features, just a bunch of legacy ideas thrown into a pot. You shouldn't be building the Monk simply by going 'they had that in the past' but instead asking yourself 'what is a Monk doing when a Fight breaks out?' you need to purpose build the class and if a legacy feature doesn't fit, you just don't include it or throw it in a subclass.</p><p></p><p>And I honestly feel like, as cool as it is, Stunning Strike is WAY too centralizing a feature and it's never really panned out for me. Either it's waste on critters you'd defeat faster by using Flurry of Blows, or you just use it to burn through a boss' Legendary Resistance. It's super rare to have the type of enemy you a) would WANT to stun and that b) would actually FAIL the save. I think it's basically a trap option that drains too much design space. And it's so often cited as THE thing the Monk gets but it only comes online halfway through an average campaign's level range.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8728769, member: 7015698"] One of the biggest thing to fist is the way the Monk is MAD. You gotta do something about it. For one, it needs better Hit Dice so it's not relying so hard on CON to survive hits. I don't like the way the Monk's defensive and offensive capabilities are based off the same ressource. If you want to not be squishy, you need to spend your Bonus Action and Ki on Dodging or Disengaging, but you need those to keep up your damage and managing you Ki points is just not intuitive. I don't think the Monk should have to work that hard to be dodgy and hard to pin down (Rogues can just disengage without needing to spend a ressource!) Spending ressources on your defenses is just not efficient. It doesn't make the fight end faster so it feels like a waste of time. I think the Monk should actually rely on stances instead? So it's a little more going from one mode to another and once a stance is active you don't need to do anything until you change it. The Monk needs a more meaty signiture class ability that is then further modified as they gain level. As it is, the Monk feels like a pile of disparate features, just a bunch of legacy ideas thrown into a pot. You shouldn't be building the Monk simply by going 'they had that in the past' but instead asking yourself 'what is a Monk doing when a Fight breaks out?' you need to purpose build the class and if a legacy feature doesn't fit, you just don't include it or throw it in a subclass. And I honestly feel like, as cool as it is, Stunning Strike is WAY too centralizing a feature and it's never really panned out for me. Either it's waste on critters you'd defeat faster by using Flurry of Blows, or you just use it to burn through a boss' Legendary Resistance. It's super rare to have the type of enemy you a) would WANT to stun and that b) would actually FAIL the save. I think it's basically a trap option that drains too much design space. And it's so often cited as THE thing the Monk gets but it only comes online halfway through an average campaign's level range. [/QUOTE]
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