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Trailblazer design notes: the cutting room floor
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<blockquote data-quote="GlassJaw" data-source="post: 5260413" data-attributes="member: 22103"><p>Really? Hmm. What do you feel is still missing?</p><p></p><p>I was very down on the 3.5 monk. I've seen many players create a monk with high hopes and then realize the class couldn't do anything they thought it could the first time they get stomped in combat. After that, they are resolved to trying to get a stunning blow off once in a while.</p><p></p><p>The 3.5 monk had multiple problems: it couldn't hit anything, didn't do much damage, and was very fragile. You could try to mitigate one or two of things with a good build but it was still an uphill battle.</p><p></p><p>We didn't do much to address the monk's defense/AC in TB but I think we definitely gave the monk a combat boost (centered bonus, damage increase, etc). </p><p></p><p>For me, some the biggest changes are the increased skills, half BMB, and removing the multiclass restrictions. You can definitely create some combinations that you couldn't before. Take a couple of monk levels with a full caster class is great synergy, as is a fighter/monk for expert weapon prof and the monk's weapon kata.</p><p></p><p>I always like playing skill monkey characters and the monk now fills this role, especially considering you don't need a rogue to handle the trap-finding duties anymore.</p><p></p><p>I do agree that the monk is still in that jack-of-all-trades realm but he's gotten a boost across the board.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 5260413, member: 22103"] Really? Hmm. What do you feel is still missing? I was very down on the 3.5 monk. I've seen many players create a monk with high hopes and then realize the class couldn't do anything they thought it could the first time they get stomped in combat. After that, they are resolved to trying to get a stunning blow off once in a while. The 3.5 monk had multiple problems: it couldn't hit anything, didn't do much damage, and was very fragile. You could try to mitigate one or two of things with a good build but it was still an uphill battle. We didn't do much to address the monk's defense/AC in TB but I think we definitely gave the monk a combat boost (centered bonus, damage increase, etc). For me, some the biggest changes are the increased skills, half BMB, and removing the multiclass restrictions. You can definitely create some combinations that you couldn't before. Take a couple of monk levels with a full caster class is great synergy, as is a fighter/monk for expert weapon prof and the monk's weapon kata. I always like playing skill monkey characters and the monk now fills this role, especially considering you don't need a rogue to handle the trap-finding duties anymore. I do agree that the monk is still in that jack-of-all-trades realm but he's gotten a boost across the board. [/QUOTE]
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Trailblazer design notes: the cutting room floor
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