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What's not going to cost discipline points for the Monk to do now?
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<blockquote data-quote="Retros_x" data-source="post: 9168014" data-attributes="member: 7033171"><p>Just a quick anecdote that one of the most fun characters I ever played was a monk. He was often clutch because with his movement he could easily move to somewhere on the battlefield where some help was needed and could provide. Yes he can't tank like a barb but when the wizard suddenly is in danger and the barb is busy, the monk can jump in front of the wizard and hold the line with "patient defense" for a little while. Yes, his damage output is not very good, but with flurry of blows he can do burst damage if needed and even spread it on multiple enemies. And he is really good at stricking at backline enemies, especially mages. Monks are perfect magic user harrassers.</p><p></p><p> All this "monk bad" takes do just some raw math and theoretical encounter in an empty dungeon room. In real play the true strength of the monk is the flexibility he provides and if played right its quite the effective class. Often when people are disappointed with them they play the class in the role as damage dealers or tanks and of course they fail compared to the martial classes that were designed as damage dealers or tanks. But play the monk as a support/crowd control and suddenly they make sense.</p><p></p><p>IMO they don't need big buffs at all, give them more interesting feats that underline the flexibilty and give them even more options. And maybe communicate this playstyle better in the PHB. I think only in the lategame they need to get stronger, besides that they are fine.</p></blockquote><p></p>
[QUOTE="Retros_x, post: 9168014, member: 7033171"] Just a quick anecdote that one of the most fun characters I ever played was a monk. He was often clutch because with his movement he could easily move to somewhere on the battlefield where some help was needed and could provide. Yes he can't tank like a barb but when the wizard suddenly is in danger and the barb is busy, the monk can jump in front of the wizard and hold the line with "patient defense" for a little while. Yes, his damage output is not very good, but with flurry of blows he can do burst damage if needed and even spread it on multiple enemies. And he is really good at stricking at backline enemies, especially mages. Monks are perfect magic user harrassers. All this "monk bad" takes do just some raw math and theoretical encounter in an empty dungeon room. In real play the true strength of the monk is the flexibility he provides and if played right its quite the effective class. Often when people are disappointed with them they play the class in the role as damage dealers or tanks and of course they fail compared to the martial classes that were designed as damage dealers or tanks. But play the monk as a support/crowd control and suddenly they make sense. IMO they don't need big buffs at all, give them more interesting feats that underline the flexibilty and give them even more options. And maybe communicate this playstyle better in the PHB. I think only in the lategame they need to get stronger, besides that they are fine. [/QUOTE]
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What's not going to cost discipline points for the Monk to do now?
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