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<blockquote data-quote="doctorbadwolf" data-source="post: 8408344" data-attributes="member: 6704184"><p>Not sure what you mean by this? The Tasha's rules pretty much accomplishes this, so do you just mean that you want them formatted like post tasha's races? if so, I think that is nearly inevitable.</p><p></p><p>I hope if they update the EK, they don't just copy-paste what the Bladesinger does.</p><p></p><p>Oh please no. Having both is good. </p><p></p><p>Most of the rest I agree with.</p><p></p><p></p><p>My own list is probably pretty idosyncratic and largely unlikely to happen. </p><ul> <li data-xf-list-type="ul">Update the Wizard to spread their high level features out amongst more levels, making the class more feature rich and evocative at a lower level. Update the PHB Traditions to have more punch, bringing the weaker ones up to the level of Evocation and Divination at low levels.</li> <li data-xf-list-type="ul">Update Ranger to have a spellcasting alternative in the PHB, or a non-spell option to spend spell slots on. Give each favored terrain a feature that is generally useful and add the deft explorer features on top of that, even if that means spreading them out a bit more. The Ranger can be like the monk and have base features at 3 and 4.</li> <li data-xf-list-type="ul">Update the Monk with all the Tasha's stuff, but increase the healing from the healing ki feature. Reduce cost of Elemental Disciplines to 1 ki/level like the spells in every other Monk subclass, and make some of them doable in place of an attack or as a bonus action, turn others into additions to flurry of blows and other base class ki abilities, more in line with how later monks are built. eg, drunken master gets a disengage any time it uses flurry, no reason the movement disciplines can't be usable any time you use Step of The Wind. When you use flurry of blows, you can choose to instead force all creatues within a 15ft cone make a dex save or take X fire damage. When you use FOB, you can choose to make all your attacks until the end of your next turn deal additional fire, cold, thunder, or lightning, damage equal to your wisdom modifier. ETC. <ul> <li data-xf-list-type="ul">Give Base monk more basic ki features that look to a wider range of concepts, like a feat of strength ability, an ability to throw things incredible distance, etc.</li> <li data-xf-list-type="ul">If a bigger revision is in order, focus the monk more on being a mystic than on being a martial artist. Martial artist isn't a class concept, it's a thing multiple classes should have access to. The monk's niche is "mystic/sacred/esoteric warrior".</li> </ul></li> <li data-xf-list-type="ul">Better and more advice in all three core books for playing and running the game and making it your own. </li> </ul></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8408344, member: 6704184"] Not sure what you mean by this? The Tasha's rules pretty much accomplishes this, so do you just mean that you want them formatted like post tasha's races? if so, I think that is nearly inevitable. I hope if they update the EK, they don't just copy-paste what the Bladesinger does. Oh please no. Having both is good. Most of the rest I agree with. My own list is probably pretty idosyncratic and largely unlikely to happen. [LIST] [*]Update the Wizard to spread their high level features out amongst more levels, making the class more feature rich and evocative at a lower level. Update the PHB Traditions to have more punch, bringing the weaker ones up to the level of Evocation and Divination at low levels. [*]Update Ranger to have a spellcasting alternative in the PHB, or a non-spell option to spend spell slots on. Give each favored terrain a feature that is generally useful and add the deft explorer features on top of that, even if that means spreading them out a bit more. The Ranger can be like the monk and have base features at 3 and 4. [*]Update the Monk with all the Tasha's stuff, but increase the healing from the healing ki feature. Reduce cost of Elemental Disciplines to 1 ki/level like the spells in every other Monk subclass, and make some of them doable in place of an attack or as a bonus action, turn others into additions to flurry of blows and other base class ki abilities, more in line with how later monks are built. eg, drunken master gets a disengage any time it uses flurry, no reason the movement disciplines can't be usable any time you use Step of The Wind. When you use flurry of blows, you can choose to instead force all creatues within a 15ft cone make a dex save or take X fire damage. When you use FOB, you can choose to make all your attacks until the end of your next turn deal additional fire, cold, thunder, or lightning, damage equal to your wisdom modifier. ETC. [LIST] [*]Give Base monk more basic ki features that look to a wider range of concepts, like a feat of strength ability, an ability to throw things incredible distance, etc. [*]If a bigger revision is in order, focus the monk more on being a mystic than on being a martial artist. Martial artist isn't a class concept, it's a thing multiple classes should have access to. The monk's niche is "mystic/sacred/esoteric warrior". [/LIST] [*]Better and more advice in all three core books for playing and running the game and making it your own. [/LIST] [/QUOTE]
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