It feels like this subclass feature makes the Kensei choose between not being a subpar melee combatant in terms of AC, or just still being a subpar melee combatant in terms of damage.
If you were to be attacking with a shortsword doing d6 damage, that averages to 3.5 Dmg per hit. Unarmed combat, until lvl5, is d4 damage, which averages at 2.5 Dmg per hit.
So the choice is 1 extra point of damage, on average, versus a +2 to AC. That's a reasonable choice. If your foe has a decent quantity of HP and hits hard, a +2AC is probably the better choice.
Once you have a magic weapon then that makes the decision a lot harder. It may have been worth mentioning to your GM during session Zero that you would rather have an amulet which aids unarmed combat, like Insiginia of Claws amulet from Hoard of the Dragon Queen, than a magic weapon.
Of course, if you feel that the Monk is subpar generally anyway then DON'T PLAY IT, or homebrew a Monk subclass which you do like and see if your GM is cool with it.
It's a game. Have fun. Don't pick a class which will make you miserable.
Why not have a Variant Human fighter with the Tavern Brawler feat and beat goblins to death with a chair leg :)
That'd be correct, assuming the Kensei player decided to forgo the benefit of a better Kensei weapon. But part of the subclass is the option to use weapons like the longsword or warhammer, which are a d10 when wielded with 2 hands.
I'll probably still play a way of the Kensai monk as my next character, because I think I can use the deficiencies in roleplaying (ie my character fights dirty, didn't finish proper training, hist master was secretly a fraud, etc.) Its just annoying how the mechanics and lore don't line up. Role playing directly against lore to explain why my master swordsman is worse at what he does than "guy with anger issues" and "guy who picked up swordplay in the wilds" should be something I do when I want to be funny, not as the default.
I had the same feeling at first but once you get extra attack you can strike with your sword then kick/punch with your second attack, get your +2 AC, then bonus action unarmed strike or Flurry of Blows.
the sword master is not just swinging their sword for attack, they are defending themselves as well while still being able to strike with the rest of their body.
it’s an option so if you really need that AC boost you can use it (and patient defense as well) or just all out attack.
I had the same feeling at first but once you get extra attack you can strike with your sword then kick/punch with your second attack, get your +2 AC, then bonus action unarmed strike or Flurry of Blows.
the sword master is not just swinging their sword for attack, they are defending themselves as well while still being able to strike with the rest of their body.
it’s an option so if you really need that AC boost you can use it (and patient defense as well) or just all out attack.
True. I suppose one swing with a longsword per turn is better than not getting to use a longsword at all.
Although, thinking about it some more, things like the 11th level ability to sharpen your blade are actively nerfed by the need to still use a subpar unnarmed strike in one of your attacks to use the agile parry. I could understand having to choose between different options that provide variety, but the agile parry and Kensai weapon abilities just bring the monk closer to parity with other martial classes in terms of attack damage or AC. The choice between the two is choosing a net negative. Compared to other melee classes, either you're worse at dishing out melee damage, or you have worse AC.
In most other classes, choosing between using class features like this isn't a punishment that drags you away from keeping up with other characters.
Its just janky. Still probably fun, especially in groups that aren't power gaming. But its not balanced.
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It feels like this subclass feature makes the Kensei choose between not being a subpar melee combatant in terms of AC, or just still being a subpar melee combatant in terms of damage.
If you were to be attacking with a shortsword doing d6 damage, that averages to 3.5 Dmg per hit. Unarmed combat, until lvl5, is d4 damage, which averages at 2.5 Dmg per hit.
So the choice is 1 extra point of damage, on average, versus a +2 to AC. That's a reasonable choice. If your foe has a decent quantity of HP and hits hard, a +2AC is probably the better choice.
Once you have a magic weapon then that makes the decision a lot harder. It may have been worth mentioning to your GM during session Zero that you would rather have an amulet which aids unarmed combat, like Insiginia of Claws amulet from Hoard of the Dragon Queen, than a magic weapon.
Of course, if you feel that the Monk is subpar generally anyway then DON'T PLAY IT, or homebrew a Monk subclass which you do like and see if your GM is cool with it.
It's a game. Have fun. Don't pick a class which will make you miserable.
Why not have a Variant Human fighter with the Tavern Brawler feat and beat goblins to death with a chair leg :)
That'd be correct, assuming the Kensei player decided to forgo the benefit of a better Kensei weapon. But part of the subclass is the option to use weapons like the longsword or warhammer, which are a d10 when wielded with 2 hands.
I'll probably still play a way of the Kensai monk as my next character, because I think I can use the deficiencies in roleplaying (ie my character fights dirty, didn't finish proper training, hist master was secretly a fraud, etc.) Its just annoying how the mechanics and lore don't line up. Role playing directly against lore to explain why my master swordsman is worse at what he does than "guy with anger issues" and "guy who picked up swordplay in the wilds" should be something I do when I want to be funny, not as the default.
I had the same feeling at first but once you get extra attack you can strike with your sword then kick/punch with your second attack, get your +2 AC, then bonus action unarmed strike or Flurry of Blows.
the sword master is not just swinging their sword for attack, they are defending themselves as well while still being able to strike with the rest of their body.
it’s an option so if you really need that AC boost you can use it (and patient defense as well) or just all out attack.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
True. I suppose one swing with a longsword per turn is better than not getting to use a longsword at all.
Although, thinking about it some more, things like the 11th level ability to sharpen your blade are actively nerfed by the need to still use a subpar unnarmed strike in one of your attacks to use the agile parry. I could understand having to choose between different options that provide variety, but the agile parry and Kensai weapon abilities just bring the monk closer to parity with other martial classes in terms of attack damage or AC. The choice between the two is choosing a net negative. Compared to other melee classes, either you're worse at dishing out melee damage, or you have worse AC.
In most other classes, choosing between using class features like this isn't a punishment that drags you away from keeping up with other characters.
Its just janky. Still probably fun, especially in groups that aren't power gaming. But its not balanced.