Well, I proposed that Monk should have more 1 minute duration abilities that take Ki to activate, but most people here seem to think that's OP or something, which is weird considering how Barbarians already do that and most people don't consider them to be OP.
Well, I proposed that Monk should have more 1 minute duration abilities that take Ki to activate, but most people here seem to think that's OP or something, which is weird considering how Barbarians already do that and most people don't consider them to be OP.
I think that is a great idea , they seem to think short rest are assured but my dm requires at least 3 battles before a short rest and that makes it rather tough sometimes.
Well, I proposed that Monk should have more 1 minute duration abilities that take Ki to activate, but most people here seem to think that's OP or something, which is weird considering how Barbarians already do that and most people don't consider them to be OP.
I think that is a great idea , they seem to think short rest are assured but my dm requires at least 3 battles before a short rest and that makes it rather tough sometimes.
Have you ever thought of asking your GM to have your character meet an alchemist who can create potions to partially restore some ki points?
This is an example I created a while ago:
Ki Potion (Uncommon)
This bright green-colored potion was designed by monk alchemists using plants that contain great life force. For those who control ki energy this potion makes one recover a number of ki points equal to one’s wisdom modifier without having to meditate.
This potion may cause hair loss. Roll 1d10, from 2-10 nothing happens, if the result is 1 the hair of the individual who drank the potion begins to fall out. The loss is not permanent.
This potion is designed to be used a number of times equal to one’s proficiency bonus per long rest. If used overmuch, the efect will still work, but this will also result in a level of exhaustion.
What if the flurry of blows feature was based on the proficiency bonus as to how many unarmed attacks a monk makes. It could fix the issues with DPR (damage per round). Bonus action to use step of wind free of KI cost. Change stillness of mind to give advantage vs charm and fear for saves. Perfect self at the beginning of combat regain 4 ki points.
As justification late level monks are pillow-fists compared to other martial classes. No change to Ki mechanics.
What if the flurry of blows feature was based on the proficiency bonus as to how many unarmed attacks a monk makes. It could fix the issues with DPR (damage per round). Bonus action to use step of wind free of KI cost. Change stillness of mind to give advantage vs charm and fear for saves. Perfect self at the beginning of combat regain 4 ki points.
As justification late level monks are pillow-fists compared to other martial classes. No change to Ki mechanics.
I would prefer not to use PB for number of uses. It leads to giving another reason to leave the monk class to multiclass with no loss of attacks. For example, a rogue could take 5 levels in monk (a hefty investment) but then have Extra Attack, 5 uses of FoB with eventually 6 attacks as part of FoB (8 total, that’s a lot), plus sneak attack. If FoB should scale I would rather it be based on monk levels. Similar to what they did initially with Warlocks Eldritch Blast in the first Warlock 1D&D UA.
I've said it a few times here but I think stunning strike needs to be a rider effect rather than have monk's waste up to 4 ki points per turn trying to stun something. Maybe "if you land 3 or more hits on a single target, it makes a save or is stunned" this would encourage more flurrys which is what the monk really wants to do.
Mobile should just be a core feature...the monk is given so many tools to attempt a "hit and run" playstyle but needs to spend one of its already limited ASI to take the feat that actually enables frequent use of that kind of movement?
Patient defense is amazing but feels bad sacrificing half your damage when you chose it instead of flurry. The monk's bonus action economy just isn't okay; 2 possible solutions here; give the monk a 2nd bonus action at a certain level, OR, make patient defense a reaction and step a free action.
I've said it a few times here but I think stunning strike needs to be a rider effect rather than have monk's waste up to 4 ki points per turn trying to stun something. Maybe "if you land 3 or more hits on a single target, it makes a save or is stunned" this would encourage more flurrys which is what the monk really wants to do.
Mobile should just be a core feature...the monk is given so many tools to attempt a "hit and run" playstyle but needs to spend one of its already limited ASI to take the feat that actually enables frequent use of that kind of movement?
Patient defense is amazing but feels bad sacrificing half your damage when you chose it instead of flurry. The monk's bonus action economy just isn't okay; 2 possible solutions here; give the monk a 2nd bonus action at a certain level, OR, make patient defense a reaction and step a free action.
Some of this is addressed in the latest Playtest for the 2024 PHB monk Here
I've said it a few times here but I think stunning strike needs to be a rider effect rather than have monk's waste up to 4 ki points per turn trying to stun something. Maybe "if you land 3 or more hits on a single target, it makes a save or is stunned" this would encourage more flurrys which is what the monk really wants to do.
Mobile should just be a core feature...the monk is given so many tools to attempt a "hit and run" playstyle but needs to spend one of its already limited ASI to take the feat that actually enables frequent use of that kind of movement?
Patient defense is amazing but feels bad sacrificing half your damage when you chose it instead of flurry. The monk's bonus action economy just isn't okay; 2 possible solutions here; give the monk a 2nd bonus action at a certain level, OR, make patient defense a reaction and step a free action.
Some of this is addressed in the latest Playtest for the 2024 PHB monk Here
btw ty kreen for help supporting a better monk. if its close to the playtest 8 we will be cooking. hope they can round out the druid I feel like they are a bit behind wizard and sorc.
Well, I proposed that Monk should have more 1 minute duration abilities that take Ki to activate, but most people here seem to think that's OP or something, which is weird considering how Barbarians already do that and most people don't consider them to be OP.
I think that is a great idea , they seem to think short rest are assured but my dm requires at least 3 battles before a short rest and that makes it rather tough sometimes.
Have you ever thought of asking your GM to have your character meet an alchemist who can create potions to partially restore some ki points?
This is an example I created a while ago:
What if the flurry of blows feature was based on the proficiency bonus as to how many unarmed attacks a monk makes. It could fix the issues with DPR (damage per round). Bonus action to use step of wind free of KI cost. Change stillness of mind to give advantage vs charm and fear for saves. Perfect self at the beginning of combat regain 4 ki points.
As justification late level monks are pillow-fists compared to other martial classes. No change to Ki mechanics.
I would prefer not to use PB for number of uses. It leads to giving another reason to leave the monk class to multiclass with no loss of attacks. For example, a rogue could take 5 levels in monk (a hefty investment) but then have Extra Attack, 5 uses of FoB with eventually 6 attacks as part of FoB (8 total, that’s a lot), plus sneak attack. If FoB should scale I would rather it be based on monk levels. Similar to what they did initially with Warlocks Eldritch Blast in the first Warlock 1D&D UA.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
How about if you roll a hit you then have a 10% x (PB) that you get a Flurry of blows.
I've said it a few times here but I think stunning strike needs to be a rider effect rather than have monk's waste up to 4 ki points per turn trying to stun something. Maybe "if you land 3 or more hits on a single target, it makes a save or is stunned" this would encourage more flurrys which is what the monk really wants to do.
Mobile should just be a core feature...the monk is given so many tools to attempt a "hit and run" playstyle but needs to spend one of its already limited ASI to take the feat that actually enables frequent use of that kind of movement?
Patient defense is amazing but feels bad sacrificing half your damage when you chose it instead of flurry. The monk's bonus action economy just isn't okay; 2 possible solutions here; give the monk a 2nd bonus action at a certain level, OR, make patient defense a reaction and step a free action.
Some of this is addressed in the latest Playtest for the 2024 PHB monk Here
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
btw ty kreen for help supporting a better monk. if its close to the playtest 8 we will be cooking. hope they can round out the druid I feel like they are a bit behind wizard and sorc.
Btw here are monk playtest 8 damage calculations for those still in doubt about the improvements:
https://www.reddit.com/r/onednd/comments/185xhrq/playtest_8_monk_damage/
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https://www.reddit.com/r/onednd/comments/186rp95/optimizing_onedd_a_semithorough_analysis_of_all/