Why does it cheapen one class if another class can do a similar thing? Is all of wizardry cheapened because sorcerers can use many of the same spells?That's my biggest gripe about rogues. Cunning Action cheapens the monk as a speed-based melee class if anyone with two levels of rogue is always faster & more mobile.
I like the rogue class for the most part. I'm disappointed they are perhaps the weakest of the martial damage dealers.
From what I've found so far, the rogue lags behind in damage just about every martial due to a lack of multiple attacks and ability to increase their damage. Mearls and Crawford overvalued the extra dice from sneak and miscalculated how easy Great Weapon Master is to use. They also gained no abilities like Action Surge, Reckless, and Divine Smite to boost damage.
No one is more mobile than the rogue though. That is nice. Their skill mastery is second to none. The rogue is supposed to be a top martial damage dealer. They are not in 5E. Even the ranger using Sharpshooter is easily challenging me for damage. It's unfortunate the game designers miscalculated the value of particular abilities during actual play yet again. Amazing given the level of play testing. Or maybe they intended the rogue to be behind all the other martial damage dealers. I don't know.
Why does it cheapen one class if another class can do a similar thing? Is all of wizardry cheapened because sorcerers can use many of the same spells?
If you are so jealous of other people's two levels of rogue, nothing's stopping you from taking two levels of rogue yourself. Then you'll be faster than all of them. It won't necessarily make you a better monk, but you sure will be fast!
Ahh...so if a player has a different idea for their Cleric, if they decide to play something other than a Buffing Cleric, or just play it in a manner other than how you think they should be playing it, then they are playing the game "incompetently"?
Really? We're going with the "your way of playing is bad/wrong/fun" now...?
Come on, man...it really doesn't need to be this way. It's fine that you like a tactical game where the group works synergistically. It's even fine to state your opinion that the rules aren't very good at supporting the tactical, synergistic style you prefer.
It's not fine that anybody that disagrees or doesn't play that way is doing it wrong.
For a Ranger that has Hunter's Mark and/or Colossus Slayer, Sharpshooter isn't that much of a boost and is actually a negative at mid-high AC values. If the DM is prone to giving half-cover penalties for firing into melee, it's a good idea. But you lose all the other goodness you'd get by boosting your Dex by two - skills, initiative, saves and the -5/+10 is really -6/+9 if your Dex isn't already 20.
Easy there, tiger. Don't assume it is personal. I'm the DM in my group, not a monk player.
The reason I consider it unbalanced is that a monk's weapons and AC pretty much require them to be a hit and run unit, where a rogue can rely on stealth & flanking in combat. The free Hide/Disengage/Dash every round gives rogues a perpetual advantage in the action economy, especially since a monk has to use up a limited resource to get that effect. Your typical monk would need to be 10th level and take the Mobility feat or burn ki every round just to keep up with a 2nd level rogue.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.