So, just an odd thought that popped into my head. After using Quivering Palm, if the creature fails their saving throw they are reduced to 0HP. Alternatively, if they succeed they take 10d10 damage. Now, considering the types of monsters you face at the level you get this ability, this makes sense, as reducing a creature to 0HP will generally be more damage than 10d10. However, it gets kind of funny if you consider using Quivering Palm against a creature with less than 50 HP maximum (why you would actually do this, I do not know). If you do, then if it fails it is reduced to 0HP (which may not mean death depending on if your DM gives monsters death saves) BUT if it succeeds, it takes 10d10 damage, which could potentially instant kill it even if it has death saves.
In other words, in a very niche circumstance where
a) monsters have death saving throws
b) you choose to use quivering palm against a low-level creature
it may be preferable for a creature to fail its saving throw in order to survive.
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Interesting thought. Not sure how many DM’s give monsters death saves. I haven’t played with one who does. But I guess if you really want something dead and it’s lower level then that may be a way to go.
Well I'm guessing they tried to make it more applicable from previous editions. The monk had alot of kinda cool ideas that were not thought through in previous editions and the monk was actually very flawed and broken (in an opposite to an OP way). 5th edition has fixed many of those problems though I think some remain. Quivering Palm used to be a 15th level once per day action that could insta kill an opponent if they failed the con save... but if they succeeded nothing happened... and there were many creatures that were immune to Quivering Palm such as constructs and undead (I actually thought that the undead would still be immune to the 10d10 Necrotic energy in 5e, but someone told me thats not the case). I don't mind that they've upgraded it to be more applicable (though now they've restricted it to one monastic path). and then again depending on your dice luck you could end up rolling rather low rolls with the 10d10 and not inflict that much damage (well to a low level creature sure, then again if your dm has you fighting low level creatures at such a high level he just might be throwing you a bone allowig the party to feel awesome to feel awesome smiting a horde of something) I do like the 5e monk though I still think it has some problems that I'd like to homebrew or do away with somehow.
I made a more aggressive version of the Open Palm called the Closed Fist that you can find in this monk forum if you are interested Not claiming it fixes the problems or at least all of them but it was fun to do
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So, just an odd thought that popped into my head. After using Quivering Palm, if the creature fails their saving throw they are reduced to 0HP. Alternatively, if they succeed they take 10d10 damage. Now, considering the types of monsters you face at the level you get this ability, this makes sense, as reducing a creature to 0HP will generally be more damage than 10d10. However, it gets kind of funny if you consider using Quivering Palm against a creature with less than 50 HP maximum (why you would actually do this, I do not know). If you do, then if it fails it is reduced to 0HP (which may not mean death depending on if your DM gives monsters death saves) BUT if it succeeds, it takes 10d10 damage, which could potentially instant kill it even if it has death saves.
In other words, in a very niche circumstance where
a) monsters have death saving throws
b) you choose to use quivering palm against a low-level creature
it may be preferable for a creature to fail its saving throw in order to survive.
Thank you for coming to my Ted Talk
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Interesting thought. Not sure how many DM’s give monsters death saves. I haven’t played with one who does. But I guess if you really want something dead and it’s lower level then that may be a way to go.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Well I'm guessing they tried to make it more applicable from previous editions. The monk had alot of kinda cool ideas that were not thought through in previous editions
and the monk was actually very flawed and broken (in an opposite to an OP way). 5th edition has fixed many of those problems though I think some remain.
Quivering Palm used to be a 15th level once per day action that could insta kill an opponent if they failed the con save... but if they succeeded nothing happened... and there were
many creatures that were immune to Quivering Palm such as constructs and undead (I actually thought that the undead would still be immune to the 10d10 Necrotic energy in 5e, but someone told me thats not the case). I don't mind that they've upgraded it to be more applicable (though now they've restricted it to one monastic path).
and then again depending on your dice luck you could end up rolling rather low rolls with the 10d10 and not inflict that much damage (well to a low level creature sure, then again if your dm has you fighting low level creatures at such a high level he just might be throwing you a bone allowig the party to feel awesome to feel awesome smiting a horde of something)
I do like the 5e monk though I still think it has some problems that I'd like to homebrew or do away with somehow.
I made a more aggressive version of the Open Palm called the Closed Fist that you can find in this monk forum if you are interested
Not claiming it fixes the problems or at least all of them but it was fun to do