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General Tabletop Discussion
*Dungeons & Dragons
Short Rest Classes: Is the "Short Rest Problem" a "Monk Problem"
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8746163" data-attributes="member: 7023840"><p>I'm not entirely sure I agree with the last part. Personally, I think that Monks and Warlocks are the most interesting classes in terms of mechanics. I genuinely like the Monk as a class mechanically. I do think that it is more difficult for some people to grasp how it works, but that's fun because it's not the same.* </p><p></p><p>...but the issue that it has is that many players (and tables) have trouble with the class because it is so dependent on short rests. So many of its abilities (and subclass abilities) are completely dependent on a single resource (ki) that recharges on short rests. Once that problem is cleared up - allowing frequent short rests, or a solution like just making them a long rest class with 3x the ki, then it's easier to see that the class doesn't need a massive rework. IMO.</p><p></p><p></p><p></p><p>*For example, I often see people claim that all monks do is spam stunning strike. Which ... yeah, that's just not the case in games I've been a part of. For most monks (and subclasses of monks), at most levels, and in most combats, stunning strike is not a great use of ki. If your monk is just hanging out, trading blows toe-to-toe, and spamming stunning strike, you probably aren't playing the class to its full effectiveness.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8746163, member: 7023840"] I'm not entirely sure I agree with the last part. Personally, I think that Monks and Warlocks are the most interesting classes in terms of mechanics. I genuinely like the Monk as a class mechanically. I do think that it is more difficult for some people to grasp how it works, but that's fun because it's not the same.* ...but the issue that it has is that many players (and tables) have trouble with the class because it is so dependent on short rests. So many of its abilities (and subclass abilities) are completely dependent on a single resource (ki) that recharges on short rests. Once that problem is cleared up - allowing frequent short rests, or a solution like just making them a long rest class with 3x the ki, then it's easier to see that the class doesn't need a massive rework. IMO. *For example, I often see people claim that all monks do is spam stunning strike. Which ... yeah, that's just not the case in games I've been a part of. For most monks (and subclasses of monks), at most levels, and in most combats, stunning strike is not a great use of ki. If your monk is just hanging out, trading blows toe-to-toe, and spamming stunning strike, you probably aren't playing the class to its full effectiveness. [/QUOTE]
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