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Tweaking the Monk's progression to help remove the impression of dead levels
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<blockquote data-quote="Asisreo" data-source="post: 8492881" data-attributes="member: 7019027"><p>Overall, if you want a DPR-focused monk, there's a few things to keep in mind: </p><p></p><p>While good DPR is, well, good. It's important the monk class isn't a viable DPR-based character. Why? Because if it was viable as a DPR, it'd be the best one there is. Monks solve many of the utility problems of many other martials. They can move well enough that distance hardly matters beyond round 1 and their defenses against effects that uniquely target martials like Frightened and Charmed are more easily countered. </p><p></p><p>So you always want Monks, at least without drastic changes to their defensive and mobility options, to underperform damage-wise. </p><p></p><p>Next, be wary of adding too many buttons to the monk. Sure, they might not seem as complex as a wizard, but they have the most class features in the game and people forget that by level 13, there's alot going on in terms of story, magic items, character development, and inter-party tactics that adding too much at once could be dangerous. </p><p></p><p>Not to mention, levels 13+ are when the level up pacing picks up again, so you won't be as stuck with TotS&M as long as you'll be stuck with evasion. TotS&M is a breather level, at least to some. Yet it's still something. </p><p></p><p>Ask yourself the question: does someone playing a level 13 monk use their monk to the best of their ability? That means when an opportunity arises to use their Slow Fall, Step of the Wind, or Unarmored Movement's wall/water walk ability, they use it. As well as their subclass features. </p><p></p><p>If not, they may not quite have the hang of the monk class yet. Especially if they're missing out on opportunities to make use of their no-ki utility features. </p><p></p><p>In fact, funny story: I remember I had a monk player almost die from fall damage...that they forgot they could reduce with slow fall. And they forgot they could easily walk back up with their unarmored movement.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8492881, member: 7019027"] Overall, if you want a DPR-focused monk, there's a few things to keep in mind: While good DPR is, well, good. It's important the monk class isn't a viable DPR-based character. Why? Because if it was viable as a DPR, it'd be the best one there is. Monks solve many of the utility problems of many other martials. They can move well enough that distance hardly matters beyond round 1 and their defenses against effects that uniquely target martials like Frightened and Charmed are more easily countered. So you always want Monks, at least without drastic changes to their defensive and mobility options, to underperform damage-wise. Next, be wary of adding too many buttons to the monk. Sure, they might not seem as complex as a wizard, but they have the most class features in the game and people forget that by level 13, there's alot going on in terms of story, magic items, character development, and inter-party tactics that adding too much at once could be dangerous. Not to mention, levels 13+ are when the level up pacing picks up again, so you won't be as stuck with TotS&M as long as you'll be stuck with evasion. TotS&M is a breather level, at least to some. Yet it's still something. Ask yourself the question: does someone playing a level 13 monk use their monk to the best of their ability? That means when an opportunity arises to use their Slow Fall, Step of the Wind, or Unarmored Movement's wall/water walk ability, they use it. As well as their subclass features. If not, they may not quite have the hang of the monk class yet. Especially if they're missing out on opportunities to make use of their no-ki utility features. In fact, funny story: I remember I had a monk player almost die from fall damage...that they forgot they could reduce with slow fall. And they forgot they could easily walk back up with their unarmored movement. [/QUOTE]
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Tweaking the Monk's progression to help remove the impression of dead levels
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