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So Class Complexity...
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<blockquote data-quote="NotAYakk" data-source="post: 9408463" data-attributes="member: 72555"><p>Using a spell consists of "I cast magic missile at the darkness". Build-wise, it is "make yourself smart".</p><p></p><p>A monk combat round consists of "for my bonus action I dash and disengage, spending 1 Ki. I then use martial arts to make an attack with a dagger (dealing 1d6+dex as it is a monk weapon), and as my 2nd attack it is an unarmed attack; which I use to grapple the target if it hits; as a mercy monk, it also deals wisdom plus 1d6 damage, and I use stunning strike on it for another ki. That is 3/5 ki spent. Build-wise, I have bumped my dexterity but kept a reasonable wisdom".</p><p></p><p>You <em>can</em> make a wizard who does fancy mechanical things, and spend forever picking which spell to cast. But a monk's typical turn requires using about 4 different class and subclass abilities, and they require much more careful attribute selection compared to a wizard to be usable.</p><p></p><p>If someone sits down and picks "wizard", uses recommended spell selection and build guide, their turn is "do I cantrip or use a spell? If spell, which of this list of spells do I use? I guess the highest level one, make it go boom" and you are contributing reasonably to the party.</p><p></p><p>The monk has more bits in motion in play, starting really quickly. They might be simpler bits, but there are a lot of them.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9408463, member: 72555"] Using a spell consists of "I cast magic missile at the darkness". Build-wise, it is "make yourself smart". A monk combat round consists of "for my bonus action I dash and disengage, spending 1 Ki. I then use martial arts to make an attack with a dagger (dealing 1d6+dex as it is a monk weapon), and as my 2nd attack it is an unarmed attack; which I use to grapple the target if it hits; as a mercy monk, it also deals wisdom plus 1d6 damage, and I use stunning strike on it for another ki. That is 3/5 ki spent. Build-wise, I have bumped my dexterity but kept a reasonable wisdom". You [I]can[/I] make a wizard who does fancy mechanical things, and spend forever picking which spell to cast. But a monk's typical turn requires using about 4 different class and subclass abilities, and they require much more careful attribute selection compared to a wizard to be usable. If someone sits down and picks "wizard", uses recommended spell selection and build guide, their turn is "do I cantrip or use a spell? If spell, which of this list of spells do I use? I guess the highest level one, make it go boom" and you are contributing reasonably to the party. The monk has more bits in motion in play, starting really quickly. They might be simpler bits, but there are a lot of them. [/QUOTE]
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