Warrior of the Open Hand gets a (sort of) weapon mastery with unarmed strike: remove opponent's Opportunity Attacks (no save), Push 15 feat (save), or knock Prone (save). But it has a precious resource cost, as it can only be done with Flurry of Blows (1 Focus Point). But it is a piggybacking on FoB, so if you were going to Flurry of Blows anyway, it's a nice little rider.
Also, by 2024 rules you can do your bonus action unarmed strikes first. So, "I flurry of blows" and on the first attack attempt to knock them prove. If you succeed, the rest of your attacks are with advantage.
If Monks 2024 don't get any Weapon Mastery as default, then devs should have rolled most of the early WoOpen Hand stuff into the base Monk. Feats are expensive for Monks because their MAD stat spread hasn't changed. It's good that they can pick Tavern Brawler as a free feat, I agree. However, making Monks take another feat just to get a bit of control ability is a bad trade. Being able to Grapple easier is only better if you have the high AC to tank the damage of having your foe next to you. That's until you get to run up walls and drop them for fall damage at... level 9, so most of your way through your campaign career. And that's assuming your DM won't penaiize your ability to run up walls while holding another creature due to Encumbrance b/c, chances, are you will still have a STR score below 12.
If Monks 2024 don't get any Weapon Mastery as default, then devs should have rolled most of the early WoOpen Hand stuff into the base Monk. Feats are expensive for Monks because their MAD stat spread hasn't changed. It's good that they can pick Tavern Brawler as a free feat, I agree. However, making Monks take another feat just to get a bit of control ability is a bad trade. Being able to Grapple easier is only better if you have the high AC to tank the damage of having your foe next to you.
If those were base class features what would open hand haveAssuming you use standard array for 14 or 15 dex/wisdom and use the sailor background to increase wisdom and dex to have a score of 16 or +3 modifier in both. Grappler only means you lose one point compared to an ASI as you get to add 1 point to dex. You can start with an ac of 16 if you buff both main stats immediately. You are also the only class who can dodge and attack in the same round, at least early on.
That's until you get to run up walls and drop them for fall damage at... level 9, so most of your way through your campaign career. And that's assuming your DM won't penaiize your ability to run up walls while holding another creature due to Encumbrance b/c, chances, are you will still have a STR score below 12.
Can't buffs give you temporary flight before that also grappling rules are seemingly separate from encombrance rules being based on size rather than weight.
Open Hand Monks are pretty boring as is. A Monk playstyle should include some control abilities, esp. since they A) have lower hit points than most melee classes, B) are MAD stat-wise, and C) they don't get any weapon masteries. Stun is now significantly weaker in 2024. So the default Monk base class should have a few control abilties to compensate.
Open Hand Monks are pretty boring as is. A Monk playstyle should include some control abilities, esp. since they A) have lower hit points than most melee classes, B) are MAD stat-wise, and C) they don't get any weapon masteries. Stun is now significantly weaker in 2024. So the default Monk base class should have a few control abilties to compensate.
True they have lower hit points, but not that much lower. It's only 2 Hit Die points less than the Fighter, Paladin and Ranger. Aside from getting more attacks per round, the Monks' Defense features more than make up for with such things as Patient Defense, Step Of the Wind, Deflect, Evasion, Movement speed, Removing Charmed, Frightened or Poisoned condition effects, Proficiency in ALL saving throws and to reroll a failed save etc.
Folks look too much into offense and perceived frailty due to Hit Points, but miss the bigger picture that makes Monk's hard to kill.
If Monks 2024 don't get any Weapon Mastery as default, then devs should have rolled most of the early WoOpen Hand stuff into the base Monk. Feats are expensive for Monks because their MAD stat spread hasn't changed. It's good that they can pick Tavern Brawler as a free feat, I agree. However, making Monks take another feat just to get a bit of control ability is a bad trade. Being able to Grapple easier is only better if you have the high AC to tank the damage of having your foe next to you. That's until you get to run up walls and drop them for fall damage at... level 9, so most of your way through your campaign career. And that's assuming your DM won't penaiize your ability to run up walls while holding another creature due to Encumbrance b/c, chances, are you will still have a STR score below 12.
If those were base class features what would open hand haveAssuming you use standard array for 14 or 15 dex/wisdom and use the sailor background to increase wisdom and dex to have a score of 16 or +3 modifier in both. Grappler only means you lose one point compared to an ASI as you get to add 1 point to dex. You can start with an ac of 16 if you buff both main stats immediately. You are also the only class who can dodge and attack in the same round, at least early on.
Can't buffs give you temporary flight before that also grappling rules are seemingly separate from encombrance rules being based on size rather than weight.
Open Hand Monks are pretty boring as is. A Monk playstyle should include some control abilities, esp. since they A) have lower hit points than most melee classes, B) are MAD stat-wise, and C) they don't get any weapon masteries. Stun is now significantly weaker in 2024. So the default Monk base class should have a few control abilties to compensate.
True they have lower hit points, but not that much lower. It's only 2 Hit Die points less than the Fighter, Paladin and Ranger. Aside from getting more attacks per round, the Monks' Defense features more than make up for with such things as Patient Defense, Step Of the Wind, Deflect, Evasion, Movement speed, Removing Charmed, Frightened or Poisoned condition effects, Proficiency in ALL saving throws and to reroll a failed save etc.
Folks look too much into offense and perceived frailty due to Hit Points, but miss the bigger picture that makes Monk's hard to kill.