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General Tabletop Discussion
*Dungeons & Dragons
Way of the Four Elements in actual play?
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<blockquote data-quote="Charles Rampant" data-source="post: 6940207" data-attributes="member: 32659"><p>So I have a level 15 Dwarven character of this subclass in my campaign. The character is hugely annoying to me, and I'd happily <em>Power Word Kill</em> him out of existence, but if we are being honest the main reason for that is <em>Stunning Fist</em>. The subclass adds a lot of flavour, but doesn't noticably add much raw power, especially after <em>Water Whip</em> was nerfed to not be a useful Bonus Action. There is a fair degree of versatility added, with Fire Whips extending reach being a non-trivial benefit at times, but broadly speaking the subclass was not hugely noticeable. (To be fair, that is also true of the Way of Shadows monk in my Curse of Strahd campaign, but he's not really had much chance to do his own sneaky stuff yet.)</p><p></p><p>It is safe to say that this subclass is fine if you want to have 'more options' rather than 'be better at your core thing', which I understand the Open Hand monk is focused on; I've never seen one of those in play though, so can't really offer any comments on them.</p><p> </p><p></p><p>In the end, we switched him to the variant version that Defcon1 linked, and the player seems happier with that. He didn't want to be more powerful, he just wanted the Elemental theme to come through a bit more prominently. I've noticed that he uses <em>Stunning Fist</em> less now, so that is probably a net gain for my campaign <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 6940207, member: 32659"] So I have a level 15 Dwarven character of this subclass in my campaign. The character is hugely annoying to me, and I'd happily [i]Power Word Kill[/i] him out of existence, but if we are being honest the main reason for that is [i]Stunning Fist[/i]. The subclass adds a lot of flavour, but doesn't noticably add much raw power, especially after [i]Water Whip[/i] was nerfed to not be a useful Bonus Action. There is a fair degree of versatility added, with Fire Whips extending reach being a non-trivial benefit at times, but broadly speaking the subclass was not hugely noticeable. (To be fair, that is also true of the Way of Shadows monk in my Curse of Strahd campaign, but he's not really had much chance to do his own sneaky stuff yet.) It is safe to say that this subclass is fine if you want to have 'more options' rather than 'be better at your core thing', which I understand the Open Hand monk is focused on; I've never seen one of those in play though, so can't really offer any comments on them. In the end, we switched him to the variant version that Defcon1 linked, and the player seems happier with that. He didn't want to be more powerful, he just wanted the Elemental theme to come through a bit more prominently. I've noticed that he uses [i]Stunning Fist[/i] less now, so that is probably a net gain for my campaign :D [/QUOTE]
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