No idea what you are talking about with those percentages, but during playtime turning those one's to two's and adding your modifier for each attack equals massive damage.
No idea what you mean by 'adding your modifier for each attack'.
It's in the description.
The Monk adds their ability score modifier (usually their DEX) anyway. They don’t add it again.
EDIT: The formula for calculating additional damage when re-rolling 1s is:
(n-1)/2n (where n = the highest value on the die).
Mean result for each die -> mean result with re-roll 1:
D4: 2.5 -> 2.875
D6: 3.5 -> 3.917
D8: 4.5 -> 4.938
D10: 5.5 -> 5.95
D12: 6.5 -> 6.958
So, a modest improvement in damage. However, I think the intention for damage re-roll features, like Tavern Brawler and Savage Attacker, is not so much to boost the average damage per round (which they do, but not very effectively), but more to help in those situations where you only needed to roll averagely to finish off an opponent but instead rolled badly. (By contrast, the Duelling fighting style provides a better damage per round benefit, but the consistent +2 damage per hit doesn’t lend itself to memorable moments in the same way as re-rolling a 1 into an 8 and thereby finishing off the Giant.)
The free push feature of Tavern Brawler is potentially useful for the Monk. The Monk doesn’t have access to Push weapon masteries (at least, not without multi-classing or feats). They can Disengage or Dash as a bonus action, but can’t do both without spending a focus point: by using the push benefit of Tavern Brawler, they can move their opponent out of reach and then Dash with their BA without provoking opportunity attacks (or could get in a BA unarmed strike or Flurry of Blows, before pushing their opponent out of reach and moving away). The push could also be used to move their opponent into AoE spells or battlefield hazards.
In summary, not “massive damage” but some situationally helpful benefits.
Generally not happy that some interesting things got nerfed.
Like Lucky. I'd rather had kept it for lvl4, a lot of stuf feels quite weak now.
I also really don't get the strange desire to make all the feats half feats and nerf them.
Like for lvl4 feat Sharpshooter, you get a +1 but the feat is only 20% as good as it used to be. It's a lot better take Great Weapon Master to do some extra longbow damage now. Makes me a bit sad
With regard to the two origin feats that a human gets I propose that they be allowed to take one level 4+ feat instead of two origin feats. They are awesome humans after all.
The new tavern brawler is kinda garbage. They completely left the fun part out of it, being able to hit targets with random crap and do additional stuff. Why use an improvised weapon if the additive stuff only works with fists? They really should errata that to "unarmed strike or improvised weapon". Now it's just a must have for monks.
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The Monk adds their ability score modifier (usually their DEX) anyway. They don’t add it again.
EDIT: The formula for calculating additional damage when re-rolling 1s is:
(n-1)/2n (where n = the highest value on the die).
Mean result for each die -> mean result with re-roll 1:
D4: 2.5 -> 2.875
D6: 3.5 -> 3.917
D8: 4.5 -> 4.938
D10: 5.5 -> 5.95
D12: 6.5 -> 6.958
So, a modest improvement in damage. However, I think the intention for damage re-roll features, like Tavern Brawler and Savage Attacker, is not so much to boost the average damage per round (which they do, but not very effectively), but more to help in those situations where you only needed to roll averagely to finish off an opponent but instead rolled badly. (By contrast, the Duelling fighting style provides a better damage per round benefit, but the consistent +2 damage per hit doesn’t lend itself to memorable moments in the same way as re-rolling a 1 into an 8 and thereby finishing off the Giant.)
The free push feature of Tavern Brawler is potentially useful for the Monk. The Monk doesn’t have access to Push weapon masteries (at least, not without multi-classing or feats). They can Disengage or Dash as a bonus action, but can’t do both without spending a focus point: by using the push benefit of Tavern Brawler, they can move their opponent out of reach and then Dash with their BA without provoking opportunity attacks (or could get in a BA unarmed strike or Flurry of Blows, before pushing their opponent out of reach and moving away). The push could also be used to move their opponent into AoE spells or battlefield hazards.
In summary, not “massive damage” but some situationally helpful benefits.
Generally not happy that some interesting things got nerfed.
Like Lucky. I'd rather had kept it for lvl4, a lot of stuf feels quite weak now.
I also really don't get the strange desire to make all the feats half feats and nerf them.
Like for lvl4 feat Sharpshooter, you get a +1 but the feat is only 20% as good as it used to be.
It's a lot better take Great Weapon Master to do some extra longbow damage now. Makes me a bit sad
With regard to the two origin feats that a human gets I propose that they be allowed to take one level 4+ feat instead of two origin feats. They are awesome humans after all.
The new tavern brawler is kinda garbage. They completely left the fun part out of it, being able to hit targets with random crap and do additional stuff. Why use an improvised weapon if the additive stuff only works with fists? They really should errata that to "unarmed strike or improvised weapon". Now it's just a must have for monks.