That sound pretty restricting to me. If the position is: "If you do something other than X you have to justify it", that's pretty discouraging for anyone do something other than X.
Except it's not; players aren't told they can't do something, only that it should make sense for their character to do it. That's the very essence of a roleplaying game, because characters aren't aware of game mechanics, they don't have the same battlefield view a player does and so-on.
If a character has several immediate threats, then they should justify why they would go for something less obvious, and the DM is perfectly within their rights to ask for a check to see if the character is even aware of it in the chaos of a battle. Same basic guideline applies to monsters etc. run by the DM.
It's a roleplaying game; every action should make some kind of narrative sense, whether that's gritty realism or cinematic is up to the group, but if you never consider narrative then why play a roleplaying game at all? If character doesn't matter, why create one?
Narrative is where Monks shine for me as they're dextrous skirmishers; if they want to go around (or over) someone they've got ways to do it and have it make perfect sense narratively, while good Wisdom can be leveraged into Insight and Perception to do more etc.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
"veto it" = telling the player they can't have their character do that, and feels really bad for the player. Monks already shine as dextrous skirmishers simply by being able to avoid AoO and move much farther than other characters, why is it necessary to cripple the Barbarian by saying e.g. "no you're raging, your character is incapable of doing anything strategic, you can't go rescue your friend that's about to die b/c you haven't even noticed they are down, so roll your attacks against the troll standing right next to you."
How do you apply this to casters? Do you require them to cast particular spells and commit friendly-fire by making them use Fireball on the horde if one of the martial characters gets surrounded by enemies? Do you tell the cleric they can't heal someone b/c they didn't notice them get downed? Do you force the Bard to hand our inspiration in a fight against weak monsters where the BI will go unused b/c "your character doesn't know that zombies are easy to hit"?
In-game characters aren't stupid and often have information the players don't have - e.g. an in game character could tell by looking at an enemy roughly how hard / easy it will be to hit them but players generally don't know the AC of the enemies, they could smell or feel the heat coming off enemies with the "heated body" trait, they can see the size and type of weapons a creature has and have some idea how much it is going to hurt to get hit by them. When a person is amped up on adrenaline their senses get sharper and they are more aware of their surroundings not less.
The reality is, standing over someone to protect them isn't about 'aggro', it's about being physically in the way and being a threat, and 5e doesn't really have that as a concept (the way opportunity attacks work is much simpler than 3e or 4e, but it comes a cost: characters simply don't have effective zones of control).
The reality is, standing over someone to protect them isn't about 'aggro', it's about being physically in the way and being a threat, and 5e doesn't really have that as a concept (the way opportunity attacks work is much simpler than 3e or 4e, but it comes a cost: characters simply don't have effective zones of control).
It is more of a narrative concept than a mechanical one. It is why I expect at most tables it does in fact work out as a threat system as they are roleplaying the monsters/characters without metagaming it. While I prefer it when a systems rules reinforce the narrative and vice versa it is probably why there is a divide on these issues. For many tables the problem just never comes up.
But I think you can. It is a Ready Action, declaring you will use your remaining movement and, if required, Grapple, to interpose. Wanting to interpose does not mean you succeed 100% automatically, it has its conditions and it requires the corresponding checks, and here is when Str and Athletics matter. A halfling probably will not be able to interpose between his comrade and the Ogre (can only Grapple one size larger, in this case are 2). The same for a medium but weak (low Str without Athletics) character.
But that is not fault of the mechanics, is probably how it would have to be.
Could be the monk a half-Expert? It already gets things like Evasion and other good movement/resistance features. Maybe giving 3 or 4 skill proficiencies at start plus some Expertise (1 instead 2) and giving access to Thieves' Tools. Does not wear armor so can be silent. For small groups it could be great, or for players that wants a versatile, but good and funny in combat, character. And it uses Wisdom and Dex so good Perception and Stealth, it is already good with many Rogue things only needs the final step.
"veto it" = telling the player they can't have their character do that, and feels really bad for the player
Only if they can't justify it; seriously, if you're going to reply to or quote me it would be nice if you read what I actually said instead of inventing things I didn't. But I'm not wasting any more of my time on trying in vain to explain to you how roleplaying games work.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Well there is no need to anticipate anything. I let the player declare anything that want to do, then later, if required, determine if possible. I.e:
- In the middle of a crowd combat, a distant comrade is wounded.
- In its turn, the healer, that is distant and already fighting (not observing the battlefield), declares to move and heal the comrade (could be with a healing word as is distant).
- DM: well, make a Wis (Perception) check roll of DCxx (determine by circumstances).
- Rolls and fails.
- DM: you didn't notice your comrade situation, declare another action.
- Note: notice that another character could notice and use its free action to advice the healer.
Remember to apply to everyone, players and non-players.
The same for other things like determining foe weakness and etc. But as I required players to make the corresponding lore checks, the same goes for the enemies, I make the rolls for them to determine the info they have, even if I, as DM, know perfectly all the player character sheets.
Thing is the distances in D&D 5e are mostly pretty short, the range of Healing Word is 60ft which is the length of a bowling lane (or the length of 4 cars end-to-end), it's really not that far away. It's trivially easy to see someone at that distance and their scream of pain as they are eviscerated or whatever would be clearly audible. Humanoid screams of pain are generally different from the screams of pain of other creatures. If e.g. the party is fighting a absolute swarm of zombies then the only creatures screaming in pain would be the party (or their allies) so the healer should know instantly if one of their friends got hit, and what direction that person is from them. Being in combat range with another creature doesn't suddenly make you oblivious to everything else because at any moment another creature to move and attack you from a different direction.
Do you also give all ranged attacks automatic Advantage? If a character that is engaged with another creature is too focused to notice their friend scream in pain and fall down to the ground, then surely they are too focused to notice someone with a bow draw it and release an arrow thus should be considered to have the "blinded" condition to all attacks originating more than X feet away.
In the case of range attack, D&D is not much detailed for that. In other games there is the concept of “static”, and attacking static targets grant bonus.
But, think that if the target is fighting, is not static, is moving randomly in an unexpected way and close to another possible (accidentally) target. In this case think that is like getting advantage and disadvantage at the same time, nullifying themselves.
In addition, DMG add options for flanking, getting that concept into the game.
It is true that in D&D the distances are too short, is not the best thing but we probably need to scale the things to that.
I disagree, player characters should in general be aware of everything going on in a combat, unless a creature is deliberately trying to hide, or are completely obscured by something / invisible.
Consider: A standard NHL hockey rink is 200 ft x 85 ft - larger than most D&D combat maps, and each team has 5 fast-moving players (~10-20 mph = 90-180 ft/6sec) on the ice at any one time. Yet those players have no problem not only being aware of where everyone else is, but also where a 3" black puck is at all times.
Why would a player character not be aware of all their friends and enemies most of whom are not moving as fast, and are typically in a smaller area?
• Martial Arts starts with a d6 rather than a d4 for its Martial Arts die, and that die applies only to Unarmed Strikes, not weapons. Weapons are now enhanced by Weapon Mastery. To keep up with other classes, the Monk’s Unarmed Strikes needed this damage boost, which goes up to a d12 rather than a d10. • Weapon Mastery is a new 1st-level feature, giving you new ways to use weapons. • Martial Discipline (formerly Ki) gives an improved version of Step of the Wind, which now lets you take both the Disengage and the Dash action. • Deflect Missiles has been redesigned, making it easier to use in more situations and to deal more damage on average. • Heightened Metabolism is a new 7th-level feature, making it easier for the Monk to regain Discipline Points and gain other benefits of a Short Rest. • Stunning Strike can now be used only once per turn, and the stun lasts until the start of your next turn. • Empowered Strikes (formerly Ki-Empowered Strikes) now lets you deal Force damage. • Acrobatic Movement is the new name of Unarmored Movement improvement. • Self-Restoration replaces Stillness of Mind, Purity of Body, and Timeless Body, and it allows you to remove the conditions as a Bonus Action, not an action. • Deflect Energy is a new 13th-level feature, allowing you to use Deflect Missiles to deflect any type of ranged attack, including spell attacks. It replaces Tongue of the Sun and Moon, one of the lowest-rated Monk features. • Disciplined Survivor was formerly called Diamond Soul. • Superior Defense (formerly Empty Body) has been redesigned to not rely on spells. • Perfect Discipline (formerly Perfect Self) has moved from 20th level to 15th level. • Defy Death is a new 20th-level feature.
- No more martial weapons at all, monks can never use a katana. Even if you get proficiency somehow none of your class features will work with them. - Stunning Strike is limited in uses per round and last a shorter length of time. - Martial arts die does NOT apply to weapons any more, so at level 11 your unarmed strikes do more damage than a weapon. - Deflect missiles on average does less damage than it did before - No longer immune to poison damage / poisoned condition
Unchanged: - No change to defenses at all until level 18. - ki points - flurry of blows - patient defense - unarmoured movement
Buffs - +1 damage die size for unarmed strikes - Weapon Mastery but only applies to weapons which means at level 11 you must choose between doing higher damage with an unarmed strike or using a weapon to use a weapon mastery. - Step of the Wind now gives both disengage and dash - Self restoration is a BA instead of an Action but Charm/Fear effects that remove your agency are still unremovable. - 1/Long Rest you can get a quick SR starting at 7th level (i.e. once ki points are not so limiting). - Deflect Energy allows Deflect Missile to apply to elemental ranged attacks - Diamond Soul included Indominable at the cost of 1 ki - 18th level you get resistance to all damage except Force - however note that Force is the new "magical b/s/p" so the one damage type you don't have resistance to is now the most common damage type. - 20th level you can resist falling to 0 hp about as effectively as Barbarian with Relentless Rage.
Nerfs: Pass without Trace is gone. Cloak of Shadows is no longer useable outside of combat & has been moved to 17th level
Buffs: can spend ki to use shadowstep in bright light Cloak of Shadows is now decent in combat
Open Hand
Nerfs: Con save to remove an enemy's reaction rather than autosuccess, making hit & run tactics practically impossible Push & Topple are just Weapon Mastery's now, every warrior can do them so this is not special at all. Wholeness of Body costs ki now, and heals less, and remains limit use / LR Quivering Palm can't insta-kill but deal on average 10 extra damage
Buffs: Free Step of the Wind at level 11
Way of the Elements - Complete redesign Bad: - you have to spend 1 ki to give your unarmed strikes the Push weapon mastery - you're faux-fireball action is limited to significantly less damage which scales terribly. - Sorcerous Burst deals 50% more damage and applies a devastating condition... - you don't get a damage resistance until level 17 (druids are getting the same much earlier)
So-So: - you get faux-Ashardalon's stride (but not till level 17) - you don't get extra elemental damage to your hits until level 17 (note that Paladins get the equiavlent at level 11)
LOL, I take it all back. Just compare a Monk to the Beast Master Ranger's Beast Companion:
(at Level 3) Land Companion - AC = 15, HP = 20, damage/attack : 1d8+5, Charge give +1d6 damage and can knock enemy prone on a STR save, proficiency in all ability checks and saving throws Monk Character - AC = 15-16, HP = 24, damage/attack : 1d6+3, can use a BA to make a second attack
(at level 11) Land Companion - AC = 17, HP = 60 (fully healed for 1 spell slot), damage/attack : 1d8+6, attacks 4x per round + ranger gets 1 additional attack. proficiency in all ability checks and saving throws, Charge 1/turn + Hunter's Mark 1/turn = 3d6 extra + can knock enemy prone. Can Dash, Disengage, or Dodge or Help as a BA, Costs 0 resources. Monk Character - AC 17-18, HP = 80, damage/attack: 1d10+5, Must spend ki to Dash, Disengage or Dodge, Must spend ki to get 4 attacks per turn, cannot knock prone (unless Open Hand), no bonus damage, no extra healing (unless Open Hand and much less than 60 hp).
Except it's not; players aren't told they can't do something, only that it should make sense for their character to do it. That's the very essence of a roleplaying game, because characters aren't aware of game mechanics, they don't have the same battlefield view a player does and so-on.
If a character has several immediate threats, then they should justify why they would go for something less obvious, and the DM is perfectly within their rights to ask for a check to see if the character is even aware of it in the chaos of a battle. Same basic guideline applies to monsters etc. run by the DM.
It's a roleplaying game; every action should make some kind of narrative sense, whether that's gritty realism or cinematic is up to the group, but if you never consider narrative then why play a roleplaying game at all? If character doesn't matter, why create one?
Narrative is where Monks shine for me as they're dextrous skirmishers; if they want to go around (or over) someone they've got ways to do it and have it make perfect sense narratively, while good Wisdom can be leveraged into Insight and Perception to do more etc.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
"veto it" = telling the player they can't have their character do that, and feels really bad for the player. Monks already shine as dextrous skirmishers simply by being able to avoid AoO and move much farther than other characters, why is it necessary to cripple the Barbarian by saying e.g. "no you're raging, your character is incapable of doing anything strategic, you can't go rescue your friend that's about to die b/c you haven't even noticed they are down, so roll your attacks against the troll standing right next to you."
How do you apply this to casters? Do you require them to cast particular spells and commit friendly-fire by making them use Fireball on the horde if one of the martial characters gets surrounded by enemies? Do you tell the cleric they can't heal someone b/c they didn't notice them get downed? Do you force the Bard to hand our inspiration in a fight against weak monsters where the BI will go unused b/c "your character doesn't know that zombies are easy to hit"?
In-game characters aren't stupid and often have information the players don't have - e.g. an in game character could tell by looking at an enemy roughly how hard / easy it will be to hit them but players generally don't know the AC of the enemies, they could smell or feel the heat coming off enemies with the "heated body" trait, they can see the size and type of weapons a creature has and have some idea how much it is going to hurt to get hit by them. When a person is amped up on adrenaline their senses get sharper and they are more aware of their surroundings not less.
when it comes to the monk in tomorrows videos they mentioned, and a better view when packet 6 comes out.
The reality is, standing over someone to protect them isn't about 'aggro', it's about being physically in the way and being a threat, and 5e doesn't really have that as a concept (the way opportunity attacks work is much simpler than 3e or 4e, but it comes a cost: characters simply don't have effective zones of control).
It is more of a narrative concept than a mechanical one. It is why I expect at most tables it does in fact work out as a threat system as they are roleplaying the monsters/characters without metagaming it. While I prefer it when a systems rules reinforce the narrative and vice versa it is probably why there is a divide on these issues. For many tables the problem just never comes up.
But I think you can. It is a Ready Action, declaring you will use your remaining movement and, if required, Grapple, to interpose. Wanting to interpose does not mean you succeed 100% automatically, it has its conditions and it requires the corresponding checks, and here is when Str and Athletics matter. A halfling probably will not be able to interpose between his comrade and the Ogre (can only Grapple one size larger, in this case are 2). The same for a medium but weak (low Str without Athletics) character.
But that is not fault of the mechanics, is probably how it would have to be.
Could be the monk a half-Expert? It already gets things like Evasion and other good movement/resistance features. Maybe giving 3 or 4 skill proficiencies at start plus some Expertise (1 instead 2) and giving access to Thieves' Tools. Does not wear armor so can be silent. For small groups it could be great, or for players that wants a versatile, but good and funny in combat, character. And it uses Wisdom and Dex so good Perception and Stealth, it is already good with many Rogue things only needs the final step.
Only if they can't justify it; seriously, if you're going to reply to or quote me it would be nice if you read what I actually said instead of inventing things I didn't. But I'm not wasting any more of my time on trying in vain to explain to you how roleplaying games work.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Well there is no need to anticipate anything. I let the player declare anything that want to do, then later, if required, determine if possible. I.e:
- In the middle of a crowd combat, a distant comrade is wounded.
- In its turn, the healer, that is distant and already fighting (not observing the battlefield), declares to move and heal the comrade (could be with a healing word as is distant).
- DM: well, make a Wis (Perception) check roll of DCxx (determine by circumstances).
- Rolls and fails.
- DM: you didn't notice your comrade situation, declare another action.
- Note: notice that another character could notice and use its free action to advice the healer.
Remember to apply to everyone, players and non-players.
The same for other things like determining foe weakness and etc. But as I required players to make the corresponding lore checks, the same goes for the enemies, I make the rolls for them to determine the info they have, even if I, as DM, know perfectly all the player character sheets.
Thing is the distances in D&D 5e are mostly pretty short, the range of Healing Word is 60ft which is the length of a bowling lane (or the length of 4 cars end-to-end), it's really not that far away. It's trivially easy to see someone at that distance and their scream of pain as they are eviscerated or whatever would be clearly audible. Humanoid screams of pain are generally different from the screams of pain of other creatures. If e.g. the party is fighting a absolute swarm of zombies then the only creatures screaming in pain would be the party (or their allies) so the healer should know instantly if one of their friends got hit, and what direction that person is from them. Being in combat range with another creature doesn't suddenly make you oblivious to everything else because at any moment another creature to move and attack you from a different direction.
Do you also give all ranged attacks automatic Advantage? If a character that is engaged with another creature is too focused to notice their friend scream in pain and fall down to the ground, then surely they are too focused to notice someone with a bow draw it and release an arrow thus should be considered to have the "blinded" condition to all attacks originating more than X feet away.
In the case of range attack, D&D is not much detailed for that. In other games there is the concept of “static”, and attacking static targets grant bonus.
But, think that if the target is fighting, is not static, is moving randomly in an unexpected way and close to another possible (accidentally) target. In this case think that is like getting advantage and disadvantage at the same time, nullifying themselves.
In addition, DMG add options for flanking, getting that concept into the game.
It is true that in D&D the distances are too short, is not the best thing but we probably need to scale the things to that.
I disagree, player characters should in general be aware of everything going on in a combat, unless a creature is deliberately trying to hide, or are completely obscured by something / invisible.
Consider: A standard NHL hockey rink is 200 ft x 85 ft - larger than most D&D combat maps, and each team has 5 fast-moving players (~10-20 mph = 90-180 ft/6sec) on the ice at any one time. Yet those players have no problem not only being aware of where everyone else is, but also where a 3" black puck is at all times.
Why would a player character not be aware of all their friends and enemies most of whom are not moving as fast, and are typically in a smaller area?
so the design notes :
• Martial Arts starts with a d6 rather than a d4 for its Martial Arts die, and that die applies only to Unarmed Strikes, not weapons. Weapons are now enhanced by Weapon Mastery. To keep up with other classes, the Monk’s Unarmed Strikes needed this damage boost, which goes up to a d12 rather than a d10.
• Weapon Mastery is a new 1st-level feature, giving you new ways to use weapons. • Martial Discipline (formerly Ki) gives an improved version of Step of the Wind, which now lets you take both the Disengage and the Dash action.
• Deflect Missiles has been redesigned, making it easier to use in more situations and to deal more damage on average.
• Heightened Metabolism is a new 7th-level feature, making it easier for the Monk to regain Discipline Points and gain other benefits of a Short Rest.
• Stunning Strike can now be used only once per turn, and the stun lasts until the start of your next turn.
• Empowered Strikes (formerly Ki-Empowered Strikes) now lets you deal Force damage.
• Acrobatic Movement is the new name of Unarmored Movement improvement.
• Self-Restoration replaces Stillness of Mind, Purity of Body, and Timeless Body, and it allows you to remove the conditions as a Bonus Action, not an action.
• Deflect Energy is a new 13th-level feature, allowing you to use Deflect Missiles to deflect any type of ranged attack, including spell attacks. It replaces Tongue of the Sun and Moon, one of the lowest-rated Monk features.
• Disciplined Survivor was formerly called Diamond Soul.
• Superior Defense (formerly Empty Body) has been redesigned to not rely on spells.
• Perfect Discipline (formerly Perfect Self) has moved from 20th level to 15th level.
• Defy Death is a new 20th-level feature.
Wow reading the redesigned monk now.... I don't believe it, they have made it even worse than it is now.... :facepalm:
I do not like the Weapon mastery on the monk.
It forced you to use a weapon to gain any benefit.
I rather had seen that the monk got a option to add a Mastery ability to their unarmed strike.
any specifics that make you feel that way ?
Monk UA Summary:
Nerfs
- No more martial weapons at all, monks can never use a katana. Even if you get proficiency somehow none of your class features will work with them.
- Stunning Strike is limited in uses per round and last a shorter length of time.
- Martial arts die does NOT apply to weapons any more, so at level 11 your unarmed strikes do more damage than a weapon.
- Deflect missiles on average does less damage than it did before
- No longer immune to poison damage / poisoned condition
Unchanged:
- No change to defenses at all until level 18.
- ki points
- flurry of blows
- patient defense
- unarmoured movement
Buffs
- +1 damage die size for unarmed strikes
- Weapon Mastery but only applies to weapons which means at level 11 you must choose between doing higher damage with an unarmed strike or using a weapon to use a weapon mastery.
- Step of the Wind now gives both disengage and dash
- Self restoration is a BA instead of an Action but Charm/Fear effects that remove your agency are still unremovable.
- 1/Long Rest you can get a quick SR starting at 7th level (i.e. once ki points are not so limiting).
- Deflect Energy allows Deflect Missile to apply to elemental ranged attacks
- Diamond Soul included Indominable at the cost of 1 ki
- 18th level you get resistance to all damage except Force - however note that Force is the new "magical b/s/p" so the one damage type you don't have resistance to is now the most common damage type.
- 20th level you can resist falling to 0 hp about as effectively as Barbarian with Relentless Rage.
Subclasses:
Shadow
Nerfs:
Pass without Trace is gone.
Cloak of Shadows is no longer useable outside of combat & has been moved to 17th level
Buffs:
can spend ki to use shadowstep in bright light
Cloak of Shadows is now decent in combat
Open Hand
Nerfs:
Con save to remove an enemy's reaction rather than autosuccess, making hit & run tactics practically impossible
Push & Topple are just Weapon Mastery's now, every warrior can do them so this is not special at all.
Wholeness of Body costs ki now, and heals less, and remains limit use / LR
Quivering Palm can't insta-kill but deal on average 10 extra damage
Buffs:
Free Step of the Wind at level 11
Way of the Elements - Complete redesign
Bad:
- you have to spend 1 ki to give your unarmed strikes the Push weapon mastery
- you're faux-fireball action is limited to significantly less damage which scales terribly. - Sorcerous Burst deals 50% more damage and applies a devastating condition...
- you don't get a damage resistance until level 17 (druids are getting the same much earlier)
So-So:
- you get faux-Ashardalon's stride (but not till level 17)
- you don't get extra elemental damage to your hits until level 17 (note that Paladins get the equiavlent at level 11)
With the changes to Paladin & the Dance Bard. You can make an MUCH MUCH MUCH better monk as a Bard-3 (Dance) + Paladin-X than any actual monk.
The good:
The bad:
LOL, I take it all back. Just compare a Monk to the Beast Master Ranger's Beast Companion:
(at Level 3)
Land Companion - AC = 15, HP = 20, damage/attack : 1d8+5, Charge give +1d6 damage and can knock enemy prone on a STR save, proficiency in all ability checks and saving throws
Monk Character - AC = 15-16, HP = 24, damage/attack : 1d6+3, can use a BA to make a second attack
(at level 11)
Land Companion - AC = 17, HP = 60 (fully healed for 1 spell slot), damage/attack : 1d8+6, attacks 4x per round + ranger gets 1 additional attack. proficiency in all ability checks and saving throws, Charge 1/turn + Hunter's Mark 1/turn = 3d6 extra + can knock enemy prone. Can Dash, Disengage, or Dodge or Help as a BA, Costs 0 resources.
Monk Character - AC 17-18, HP = 80, damage/attack: 1d10+5, Must spend ki to Dash, Disengage or Dodge, Must spend ki to get 4 attacks per turn, cannot knock prone (unless Open Hand), no bonus damage, no extra healing (unless Open Hand and much less than 60 hp).