Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Why is There No Warlord Equivalent in 5E?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Justice and Rule" data-source="post: 9340893" data-attributes="member: 6778210"><p>I would disagree, generally speaking, and I think part of the reason is because by making these things pay-fors, you generally see them not get used compared to something like Flurry of Blows.</p><p></p><p></p><p></p><p>I find a lot of that missing what I'm arguing about. Rogues aren't about multiple attacks, they are about getting <em>one hit, </em>since Sneak Attack is generally easy to setup. They already have something to mitigate not having a bunch of attacks by allowing them to do a ton of damage in <em>one</em>. In the playtest, as far as I could tell, it looked like they were going to gain a bunch of powers through the new Strike system (Hey, a spendable resource that never runs out! How <em>novel!</em>) along with a bunch of other powers that aren't tied to something you can run out of (<em>Steady Aim</em> is a good example of a power that has a solid limit/cost for a powerful advantage without pegging it to some resource pool). Talking about damage misses that the classes have two fine ways of doing damage and that's not really my complaint.</p><p></p><p>My point is about Monk defense: the class that is meant to be fast and dodgy has to spend part of its limited resource that all its other cool stuff is tied to. Diamond Soul is great, but that's at <em>14th level</em>. Cunning Action, meanwhile, is at <strong><em>2nd</em></strong>. Rogues also get a bunch of defense stuff (including sharing a few things with the Monk), but Monks are missing something for AC.</p><p></p><p>The point here is that some of this stuff wouldn't infringe on the gimmick of the Rogue, but give another lightly-armored character a chance to actually not get hit, while still having limits because it plays into the Bonus Action funnel. That, in itself, is already a cost for these bonus action-heavy classes, possibly even moreso for the Monk since it's way more reliant on using extra attacks to cause damage or special effects.</p><p></p><p></p><p></p><p>I find that debatable given what it looks like Rogues will be getting with their Sneak Attack strikes. Again, that's a really cool design and it's not limited by a finite and small resource pool.</p><p></p><p></p><p></p><p>Would it? Being able to Dash or Disengage for free? I might buy giving them Dodge, but honestly I think that's more of a necessity given the squishiness of the Monk and how it derives its AC. Forcing them to spend ki, which gives most subclasses access to all their special abilities, is a double-cost. Again, there's already a hard limit with the Bonus Action funnel, so you have to balance putting out more damage versus not getting hit.</p><p></p><p></p><p></p><p>Meh, I feel like this ignores the problem. Focusing on disposable resources that require hard recharges is a mistake; making them more able to push on without having to stop or allowing them to be interesting without their ki is a far better idea.</p><p></p><p></p><p></p><p>I mean, I'm not against any of this but I don't think it really helps the class as much as it just expands some build ideas. But I'm also not quite sure how the "Weapon Mastery" part of the playtest is ultimately going to shake out.</p><p></p><p></p><p></p><p>Yeah, but if you're squishy and they hit you for a serious chunk, that's enough to dissuade you. It's situational, but there are a whole bunch of benefits to disengage, not the least of which being able to maneuver around a crowded battlefield if necessary.</p><p></p><p></p><p></p><p>I mean... maybe? I dunno, it's something to think about. I know I had a friend talk to me about how they wish the Monk felt like less of a vehicle to put out Stunning Strikes as well, which I was thought was interesting.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9340893, member: 6778210"] I would disagree, generally speaking, and I think part of the reason is because by making these things pay-fors, you generally see them not get used compared to something like Flurry of Blows. I find a lot of that missing what I'm arguing about. Rogues aren't about multiple attacks, they are about getting [I]one hit, [/I]since Sneak Attack is generally easy to setup. They already have something to mitigate not having a bunch of attacks by allowing them to do a ton of damage in [I]one[/I]. In the playtest, as far as I could tell, it looked like they were going to gain a bunch of powers through the new Strike system (Hey, a spendable resource that never runs out! How [I]novel![/I]) along with a bunch of other powers that aren't tied to something you can run out of ([I]Steady Aim[/I] is a good example of a power that has a solid limit/cost for a powerful advantage without pegging it to some resource pool). Talking about damage misses that the classes have two fine ways of doing damage and that's not really my complaint. My point is about Monk defense: the class that is meant to be fast and dodgy has to spend part of its limited resource that all its other cool stuff is tied to. Diamond Soul is great, but that's at [I]14th level[/I]. Cunning Action, meanwhile, is at [B][I]2nd[/I][/B]. Rogues also get a bunch of defense stuff (including sharing a few things with the Monk), but Monks are missing something for AC. The point here is that some of this stuff wouldn't infringe on the gimmick of the Rogue, but give another lightly-armored character a chance to actually not get hit, while still having limits because it plays into the Bonus Action funnel. That, in itself, is already a cost for these bonus action-heavy classes, possibly even moreso for the Monk since it's way more reliant on using extra attacks to cause damage or special effects. I find that debatable given what it looks like Rogues will be getting with their Sneak Attack strikes. Again, that's a really cool design and it's not limited by a finite and small resource pool. Would it? Being able to Dash or Disengage for free? I might buy giving them Dodge, but honestly I think that's more of a necessity given the squishiness of the Monk and how it derives its AC. Forcing them to spend ki, which gives most subclasses access to all their special abilities, is a double-cost. Again, there's already a hard limit with the Bonus Action funnel, so you have to balance putting out more damage versus not getting hit. Meh, I feel like this ignores the problem. Focusing on disposable resources that require hard recharges is a mistake; making them more able to push on without having to stop or allowing them to be interesting without their ki is a far better idea. I mean, I'm not against any of this but I don't think it really helps the class as much as it just expands some build ideas. But I'm also not quite sure how the "Weapon Mastery" part of the playtest is ultimately going to shake out. Yeah, but if you're squishy and they hit you for a serious chunk, that's enough to dissuade you. It's situational, but there are a whole bunch of benefits to disengage, not the least of which being able to maneuver around a crowded battlefield if necessary. I mean... maybe? I dunno, it's something to think about. I know I had a friend talk to me about how they wish the Monk felt like less of a vehicle to put out Stunning Strikes as well, which I was thought was interesting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why is There No Warlord Equivalent in 5E?
Top