strawbellebelle
Explorer
The fundamental problem of Monk Bad discourse is that it comes from a place of dismissing all of the innate point-free features the Monk possesses, while insisting that a Monk needs to be able to utilize its point-expending features every turn to be viable—something that just isn't true, and especially not at low levels when every class has limited resources.
Flurry of Blows should absolutely cost a Discipline Point; two extra attacks are far too strong, especially at low levels, to be a freebie addition. Step of the Wind, a coupled Dash/Disengage, is good where it is—Monks already have heightened movement speed without using any action for dashing. Patient Defense shouldn't be free either, free Disadvantage on all attacks against you without using your action isn't something any other class gets.
The idea that the Monk should have the means to infinitely refill their resource is also nonsensical and flies in the face of the game's design. No other class can just restore their own limited abilities just like that. Giving Monk more points at low levels creates a glaring resource disparity between classes, especially when Monks get their resources fully restored on a short rest. (And let's be frank: for most people, giving Monks more points at low levels or being able to regenerate points isn't really about making Monk better for Monks, it's about letting the Fighter or whoever taking a two-level dip spam Flurry of Blows twice or thrice as often.)
The only good solution I can see to this would be a limited number of "free" uses of subclass features, akin to the Ascendant Dragon's breath attack, with point cost for uses beyond that number of "free" uses. The worst possibility would be making subclass features that operate on limited uses without allowing Discipline Point usage; in that case, it destroys the Monk's ethos as a class that can decide which of its options it wishes to use. (But gives multiclassers more out of a smaller investment, so such a concept would inevitably get greenlit by the Veto Committee.)
Either way, I only see the next iteration of Monk going two ways: it gives Monk interesting new tools and features that don't take away from the class's ethos and makes it more fun to play for people who enjoy the Monk's playstyle, or it turns it into power-gamer fodder with changes that purely benefit low-level investments into the class while doing little to change the class for dedicated characters (if not outright making the class worse for pure Monks).
Flurry of Blows should absolutely cost a Discipline Point; two extra attacks are far too strong, especially at low levels, to be a freebie addition. Step of the Wind, a coupled Dash/Disengage, is good where it is—Monks already have heightened movement speed without using any action for dashing. Patient Defense shouldn't be free either, free Disadvantage on all attacks against you without using your action isn't something any other class gets.
The idea that the Monk should have the means to infinitely refill their resource is also nonsensical and flies in the face of the game's design. No other class can just restore their own limited abilities just like that. Giving Monk more points at low levels creates a glaring resource disparity between classes, especially when Monks get their resources fully restored on a short rest. (And let's be frank: for most people, giving Monks more points at low levels or being able to regenerate points isn't really about making Monk better for Monks, it's about letting the Fighter or whoever taking a two-level dip spam Flurry of Blows twice or thrice as often.)
The only good solution I can see to this would be a limited number of "free" uses of subclass features, akin to the Ascendant Dragon's breath attack, with point cost for uses beyond that number of "free" uses. The worst possibility would be making subclass features that operate on limited uses without allowing Discipline Point usage; in that case, it destroys the Monk's ethos as a class that can decide which of its options it wishes to use. (But gives multiclassers more out of a smaller investment, so such a concept would inevitably get greenlit by the Veto Committee.)
Either way, I only see the next iteration of Monk going two ways: it gives Monk interesting new tools and features that don't take away from the class's ethos and makes it more fun to play for people who enjoy the Monk's playstyle, or it turns it into power-gamer fodder with changes that purely benefit low-level investments into the class while doing little to change the class for dedicated characters (if not outright making the class worse for pure Monks).
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