More Wisdom based? No thanks, why a warrior monk has to be so wise? It also allows dips for other Wis based characters and get full unarmored defense with only 1 level. That’s why all the class stuff should be more associated to class level, instead ability scores.
Because the mystical wisdom aspect is the only thing that makes Monk a unique class. If you were just a physical punch-y guy well then you'd just be a fighter or barbarian that doesn't use weapons.
I said stop moving goal post, but now you bring the Ranger into the conversation. Please stop moving the goal post. Stop it. Admit you were wrong it’s okay.
LOL says the person cherry picking the level where Monk is at it's most powerful compared to other classes and still is wrong about saying they are OP, because they aren't even the highest DPR class at that level.
More Wisdom based? No thanks, why a warrior monk has to be so wise? It also allows dips for other Wis based characters and get full unarmored defense with only 1 level. That’s why all the class stuff should be more associated to class level, instead ability scores.
While I think the Ac should be level based its to avoid more mad problems. I don't think it matters for dips. I can't think of a wisdom based class that would not be better off just wearing armor.
As for the stat it should be I am for going the warlock route and have the monk pick a fighting style/dojo at level 1 which is associated with a prime stat with 3 options, str/dex/wis each one takes over attack/defense on some level with level 1/5/11 perks directed towards those styles.
That's an interesting take, especially if the warlock change sticks through this playtest. Puck a primary stat, and get varying traits accordingly.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Could be interesting a warrior monk based on Str, ninja-like monk based on Dex, and mind-monk-powers (like the elemental) Wis based.
If a ranger combines elements of martial and Druid classes, creating a uniqueness above the simple average of both classes and beyond multiclassing, there could exist similar combinations of a monk as a different type of martial and another class, such as a monk with an arcane or divine class. A Paladin using martial arts? I wonder what they could do for a smite?
Could be interesting a warrior monk based on Str, ninja-like monk based on Dex, and mind-monk-powers (like the elemental) Wis based.
If a ranger combines elements of martial and Druid classes, creating a uniqueness above the simple average of both classes and beyond multiclassing, there could exist similar combinations of a monk as a different type of martial and another class, such as a monk with an arcane or divine class. A Paladin using martial arts? I wonder what they could do for a smite?
is this an exploration of the "warrior + nature = ranger" and "warrior + divine = paladin" paradigm? i'd argue that warrior + arcane =/= monk. Eldritch Knight and Bladesinger seem like they're hovering over that spot and Artificers are there too, pushing them apart trying to be noticed. if there weren't so many subclasses grandfathered into this niche we could have something cool here like laserllama's Magus, but no. it's a crowded field letting in no light for new things.
anyway, monk has stronger claim to tapping planar energy: elemental, shadow, astral, etc. since ki/focus/discipline comes from within, it would be easy to assume this is a sorcerous blood thing (and therefore arcane). however, many "monk-types" in fiction are a product of training rather than pure providence. hard work, focus, and an open mind harness the discipline to channel the power of those planes. i like to think a monk without training is rogue or fighter, not a sorcerer who's into parkour.
More Wisdom based? No thanks, why a warrior monk has to be so wise? It also allows dips for other Wis based characters and get full unarmored defense with only 1 level. That’s why all the class stuff should be more associated to class level, instead ability scores.
While I think the Ac should be level based its to avoid more mad problems. I don't think it matters for dips. I can't think of a wisdom based class that would not be better off just wearing armor.
As for the stat it should be I am for going the warlock route and have the monk pick a fighting style/dojo at level 1 which is associated with a prime stat with 3 options, str/dex/wis each one takes over attack/defense on some level with level 1/5/11 perks directed towards those styles.
i like that a lot! i'd love to explore a monk character with high wisdom! the wise master reading the swordsman's moves and sidestepping a charge, turning a grapple into a topple with use of pressure points rather than strength, gets others to do the heavy lifting, frustrates friend and foe alike with yet another parable that sounds like nonsense (and might be, but he has an image to uphold). alas, flavor is free and you can do those things with dexterity and some imagination. but i can hope.
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I suggested making Monk AC 10+2(dexterity modifier). If they start with +3 dex modifier that's AC16, and they can get up to AC20 by level 8.
unarmed AC is +dex +wis so that balanced stat builds are not under-encouraged. also because the devs expect most players to land around 14AC without feeling weak. see Edgin Darvis, Doric, and Sofina as quick examples. they seem to acknowledge that a dex focus and more AC can mean a tougher warrior (martial arts adept) but not every warrior is the very toughest (immortal lotus monk).
honestly, if i had a change to make it would be to give more weight to wisdom. maybe something like "AC = your wisdom score" and "you may use your WIS in place of CHA for ability checks" because monks are should be more than standing on a pier doing crane kicks.
14AC?
What game are they playing? Nobody even starts a Monk with 14AC.
Monks can start with a maximum of +3 in Dexterity and Wisdom. They have five ASIs across the course of their levels, and since most games don't go much over level 10 they probably won't see three of them. What can they achieve with two ASIs?
Currently they can get up to 18AC at level 8, either with +4 to dex and wis, or +5 to one and +3 to the other. If they're restricted to one use of Stunning Strike then you don't want to invest in wisdom. You're going to need the "to hit" and "to damage" bonuses you get from dexterity to compensate for not being able to reliably lock down an enemy.
I suggested making Monk AC 10+2(dexterity modifier). If they start with +3 dex modifier that's AC16, and they can get up to AC20 by level 8.
unarmed AC is +dex +wis so that balanced stat builds are not under-encouraged. also because the devs expect most players to land around 14AC without feeling weak. see Edgin Darvis, Doric, and Sofina as quick examples. they seem to acknowledge that a dex focus and more AC can mean a tougher warrior (martial arts adept) but not every warrior is the very toughest (immortal lotus monk).
honestly, if i had a change to make it would be to give more weight to wisdom. maybe something like "AC = your wisdom score" and "you may use your WIS in place of CHA for ability checks" because monks are should be more than standing on a pier doing crane kicks.
14AC?
What game are they playing? Nobody even starts a Monk with 14AC.
Monks can start with a maximum of +3 in Dexterity and Wisdom. They have five ASIs across the course of their levels, and since most games don't go much over level 10 they probably won't see three of them. What can they achieve with two ASIs?
Currently they can get up to 18AC at level 8, either with +4 to dex and wis, or +5 to one and +3 to the other. If they're restricted to one use of Stunning Strike then you don't want to invest in wisdom. You're going to need the "to hit" and "to damage" bonuses you get from dexterity to compensate for not being able to reliably lock down an enemy.
How would you feel about investing in wisdom if they also made the following changes:
Level 2 - Discipline Points = monk level + WIS modifier. Spent Discipline points return on a long rest.
Level 8 - Heightened Metabolism - add “additionally, you regain a number of spent Discipline points up to your wisdom modifier on a short rest”
Would that be sufficient or has Stunning Strike become the only thing people want to spend points on?
More Wisdom based? No thanks, why a warrior monk has to be so wise? It also allows dips for other Wis based characters and get full unarmored defense with only 1 level. That’s why all the class stuff should be more associated to class level, instead ability scores.
While I think the Ac should be level based its to avoid more mad problems. I don't think it matters for dips. I can't think of a wisdom based class that would not be better off just wearing armor.
As for the stat it should be I am for going the warlock route and have the monk pick a fighting style/dojo at level 1 which is associated with a prime stat with 3 options, str/dex/wis each one takes over attack/defense on some level with level 1/5/11 perks directed towards those styles.
In AD&D a monks AC was tied directly to monk level. It was on the monk table along XP requirements to level, hit die, etc. Something similar could be done, I’ve mentioned it elsewhere, to be a base AC like 13+Dex and scaling up from there to get to a desired AC, whatever that should be. 20? 22? 18?
I suggested making Monk AC 10+2(dexterity modifier). If they start with +3 dex modifier that's AC16, and they can get up to AC20 by level 8.
unarmed AC is +dex +wis so that balanced stat builds are not under-encouraged. also because the devs expect most players to land around 14AC without feeling weak. see Edgin Darvis, Doric, and Sofina as quick examples. they seem to acknowledge that a dex focus and more AC can mean a tougher warrior (martial arts adept) but not every warrior is the very toughest (immortal lotus monk).
honestly, if i had a change to make it would be to give more weight to wisdom. maybe something like "AC = your wisdom score" and "you may use your WIS in place of CHA for ability checks" because monks are should be more than standing on a pier doing crane kicks.
14AC?
What game are they playing? Nobody even starts a Monk with 14AC.
Monks can start with a maximum of +3 in Dexterity and Wisdom. They have five ASIs across the course of their levels, and since most games don't go much over level 10 they probably won't see three of them. What can they achieve with two ASIs?
Currently they can get up to 18AC at level 8, either with +4 to dex and wis, or +5 to one and +3 to the other. If they're restricted to one use of Stunning Strike then you don't want to invest in wisdom. You're going to need the "to hit" and "to damage" bonuses you get from dexterity to compensate for not being able to reliably lock down an enemy.
You can speak for yourself. You cannot speak for the minotaur monk player I had three years ago. He started with AC 13.
You're also missing the bigger picture. Plenty of characters start with AC 14 or less. Any spread which prioritizes Dexterity and light armor is capped at 14. The only "builds" that can get higher are ones with studded leather or a shield, and that leaves plenty with lower stats.
I suggested making Monk AC 10+2(dexterity modifier). If they start with +3 dex modifier that's AC16, and they can get up to AC20 by level 8.
unarmed AC is +dex +wis so that balanced stat builds are not under-encouraged. also because the devs expect most players to land around 14AC without feeling weak. see Edgin Darvis, Doric, and Sofina as quick examples. they seem to acknowledge that a dex focus and more AC can mean a tougher warrior (martial arts adept) but not every warrior is the very toughest (immortal lotus monk).
honestly, if i had a change to make it would be to give more weight to wisdom. maybe something like "AC = your wisdom score" and "you may use your WIS in place of CHA for ability checks" because monks are should be more than standing on a pier doing crane kicks.
14AC?
What game are they playing? Nobody even starts a Monk with 14AC.
Monks can start with a maximum of +3 in Dexterity and Wisdom. They have five ASIs across the course of their levels, and since most games don't go much over level 10 they probably won't see three of them. What can they achieve with two ASIs?
Currently they can get up to 18AC at level 8, either with +4 to dex and wis, or +5 to one and +3 to the other. If they're restricted to one use of Stunning Strike then you don't want to invest in wisdom. You're going to need the "to hit" and "to damage" bonuses you get from dexterity to compensate for not being able to reliably lock down an enemy.
You can speak for yourself. You cannot speak for the minotaur monk player I had three years ago. He started with AC 13.
You're also missing the bigger picture. Plenty of characters start with AC 14 or less. Any spread which prioritizes Dexterity and light armor is capped at 14. The only "builds" that can get higher are ones with studded leather or a shield, and that leaves plenty with lower stats.
While players can make any character they want people who intend to be in the fight and not hanging back will almost always have a better AC than 13 or 14. So yeah I am not surprised to see a 13/14 AC on a wizard/sorcerer/warlock etc it is a bit unusual on a fighter/barbarian/monk as tehy are the warrior classes. A dex build even without a shield will usually have a 15 AC as light armor does include studded leather and if you are going a dex vuild will usually have a 16 dex. And if you can have either leather or studded leather you will take studded, its not like gold will put you back with those.(side note its why I hate medium, armor on warlocks, it basically rams scale or half plate onto all warlocks when things like armor of shadows exist) To get a monk to 15 you just need one stat at 16 and the other at 14. Sure a person can have an build with dragonborn, dwarves. gnomes etc that will only hit 13 or 14 but i think the game generally assumes people will take a race that benefits their classes prime stats at least a bit. Though its less punishing in classes that can rely on equipment more to cover a weakness.
Could changing Deflect Missiles to Deflect Attack satisfy our AC concerns? In other words, could Deflect Attack be comparable to Barbarian's rage? Here is my latest fine tuning of Deflect Attack.
Deflect Attack (available at level 1)
While Unarmored and having a hand free, you can use your Reaction to deflect attacks against you that deal Bludgeoning, Piercing, or Slashing damage. The damage is reduced by a roll of your Martial Arts die plus your Monk level. You may redirect this damage to any target you can see within range of the original attack.
This grows with Monk level and Martial Arts die, thus supporting either WIS or DEX builds. It may be tempting for a Barbarian multiclass, but a single level dip of 1+1d6 is going to be much smaller than the damage later level monsters dish out. The damage redirecting does not cost Points, as I expect this would be substituting for the loss of damage from the Bonus Action Unarmed Strike (1d4 (dagger/nick) +DEX+1d6) being changed to Unarmed Strikes having the Light Weapon property (1d6). If the extra damage from Deflect Attack is too high, it could require a DEX save similar to UA6 Deflect Missile.
Of course, I could just blindly be focused on my particular solution.
Could changing Deflect Missiles to Deflect Attack satisfy our AC concerns? In other words, could Deflect Attack be comparable to Barbarian's rage? Here is my latest fine tuning of Deflect Attack.
Deflect Attack (available at level 1)
While Unarmored and having a hand free, you can use your Reaction to deflect attacks against you that deal Bludgeoning, Piercing, or Slashing damage. The damage is reduced by a roll of your Martial Arts die plus your Monk level. You may redirect this damage to any target you can see within range of the original attack.
That would be significantly overpowered. It would be a pretty good ability even if it was only usable once per short rest, and an okay ability if usable once per long rest, though it scales badly with level.
If you want something with a similar feel, just give them the Defensive Duelist feat, usable when unarmed or wielding simple weapons.
Could changing Deflect Missiles to Deflect Attack satisfy our AC concerns? In other words, could Deflect Attack be comparable to Barbarian's rage? Here is my latest fine tuning of Deflect Attack.
Deflect Attack (available at level 1)
While Unarmored and having a hand free, you can use your Reaction to deflect attacks against you that deal Bludgeoning, Piercing, or Slashing damage. The damage is reduced by a roll of your Martial Arts die plus your Monk level. You may redirect this damage to any target you can see within range of the original attack.
That would be significantly overpowered. It would be a pretty good ability even if it was only usable once per short rest, and an okay ability if usable once per long rest, though it scales badly with level.
If you want something with a similar feel, just give them the Defensive Duelist feat, usable when unarmed or wielding simple weapons.
It's not particularly overpowered. The 5e Drunken Master Monk (in XGE) has an ability very similar to, it costs 1 Ki point and the monk's Reaction. The caveat is that the attack must miss in the first place and the redirection is to another target (not the original attacker) within 5 feet. Because of that, it's limited in usage. I have never heard anyone say that the Drunken Master is an OP subclass. Not even close.
It's not particularly overpowered. The 5e Drunken Master Monk (in XGE) has an ability very similar to, it costs 1 Ki point and the monk's Reaction.
The proposed ability was free, and I wasn't talking about the redirection being broken, I was talking about the damage reduction being broken (more accurately...the proposed scaling is significantly too good at level 1 and kinda garbage at high levels).
It's not particularly overpowered. The 5e Drunken Master Monk (in XGE) has an ability very similar to, it costs 1 Ki point and the monk's Reaction.
The proposed ability was free, and I wasn't talking about the redirection being broken, I was talking about the damage reduction being broken (more accurately...the proposed scaling is significantly too good at level 1 and kinda garbage at high levels).
Okay, now we're getting somewhere. I also agree that it's not something you should give out at level 1 because it trivializes a lot of Tier 1 encounters. However, if we can agree that the Drunken Master abiity is too weak (esp. at higher levels), then I would suggest changing it. Perhaps to something like: "If a melee weapon attack misses you by 5 or more, you automatically Grapple the weapon used to make the attack. You may redirect the attack at the beginning of your next turn as part of your Flurry of Blows as long as the creature that attempted the attack retains possession of the weapon. The redirected attack must hit a creature or object within range of the original melee attack. You may grapple up to two weapons this way."
Okay, now we're getting somewhere. I also agree that it's not something you should give out at level 1 because it trivializes a lot of Tier 1 encounters. However, if we can agree that the Drunken Master abiity is too weak
The drunken master ability is generally worth using when its trigger conditions occur. The problem is that its trigger condition is uncommon -- you need to get missed by an attack, you need to have your reaction available, and you need a valid target within 5'.
Okay, now we're getting somewhere. I also agree that it's not something you should give out at level 1 because it trivializes a lot of Tier 1 encounters. However, if we can agree that the Drunken Master abiity is too weak
The drunken master ability is generally worth using when its trigger conditions occur. The problem is that its trigger condition is uncommon -- you need to get missed by an attack, you need to have your reaction available, and you need a valid target within 5'.
This is why the ability should be improved. Being missed by an attack of a certain type and having a target within range are already plenty of conditions. It should not cost extra Ki, nor should it require a Reaction. Having it fold into the Monk's already likely use of Flurry of Blows on the next turn conserves Ki and lets the Monk retain their Reaction.
Honestly, Drunken Master is so mediocre that half of the subclass should have just been included in Monk the base class to begin with.
Because the mystical wisdom aspect is the only thing that makes Monk a unique class. If you were just a physical punch-y guy well then you'd just be a fighter or barbarian that doesn't use weapons.
LOL says the person cherry picking the level where Monk is at it's most powerful compared to other classes and still is wrong about saying they are OP, because they aren't even the highest DPR class at that level.
While I think the Ac should be level based its to avoid more mad problems. I don't think it matters for dips. I can't think of a wisdom based class that would not be better off just wearing armor.
As for the stat it should be I am for going the warlock route and have the monk pick a fighting style/dojo at level 1 which is associated with a prime stat with 3 options, str/dex/wis each one takes over attack/defense on some level with level 1/5/11 perks directed towards those styles.
That's an interesting take, especially if the warlock change sticks through this playtest. Puck a primary stat, and get varying traits accordingly.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Could be interesting a warrior monk based on Str, ninja-like monk based on Dex, and mind-monk-powers (like the elemental) Wis based.
If a ranger combines elements of martial and Druid classes, creating a uniqueness above the simple average of both classes and beyond multiclassing, there could exist similar combinations of a monk as a different type of martial and another class, such as a monk with an arcane or divine class. A Paladin using martial arts? I wonder what they could do for a smite?
is this an exploration of the "warrior + nature = ranger" and "warrior + divine = paladin" paradigm? i'd argue that warrior + arcane =/= monk. Eldritch Knight and Bladesinger seem like they're hovering over that spot and Artificers are there too, pushing them apart trying to be noticed. if there weren't so many subclasses grandfathered into this niche we could have something cool here like laserllama's Magus, but no. it's a crowded field letting in no light for new things.
anyway, monk has stronger claim to tapping planar energy: elemental, shadow, astral, etc. since ki/focus/discipline comes from within, it would be easy to assume this is a sorcerous blood thing (and therefore arcane). however, many "monk-types" in fiction are a product of training rather than pure providence. hard work, focus, and an open mind harness the discipline to channel the power of those planes. i like to think a monk without training is rogue or fighter, not a sorcerer who's into parkour.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
i like that a lot! i'd love to explore a monk character with high wisdom! the wise master reading the swordsman's moves and sidestepping a charge, turning a grapple into a topple with use of pressure points rather than strength, gets others to do the heavy lifting, frustrates friend and foe alike with yet another parable that sounds like nonsense (and might be, but he has an image to uphold). alas, flavor is free and you can do those things with dexterity and some imagination. but i can hope.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
14AC?
What game are they playing? Nobody even starts a Monk with 14AC.
Monks can start with a maximum of +3 in Dexterity and Wisdom. They have five ASIs across the course of their levels, and since most games don't go much over level 10 they probably won't see three of them. What can they achieve with two ASIs?
Currently they can get up to 18AC at level 8, either with +4 to dex and wis, or +5 to one and +3 to the other. If they're restricted to one use of Stunning Strike then you don't want to invest in wisdom. You're going to need the "to hit" and "to damage" bonuses you get from dexterity to compensate for not being able to reliably lock down an enemy.
How would you feel about investing in wisdom if they also made the following changes:
Level 2 - Discipline Points = monk level + WIS modifier. Spent Discipline points return on a long rest.
Level 8 - Heightened Metabolism - add “additionally, you regain a number of spent Discipline points up to your wisdom modifier on a short rest”
Would that be sufficient or has Stunning Strike become the only thing people want to spend points on?
In AD&D a monks AC was tied directly to monk level. It was on the monk table along XP requirements to level, hit die, etc. Something similar could be done, I’ve mentioned it elsewhere, to be a base AC like 13+Dex and scaling up from there to get to a desired AC, whatever that should be. 20? 22? 18?
Your warlock-like idea is interesting.
EZD6 by DM Scotty
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You can speak for yourself. You cannot speak for the minotaur monk player I had three years ago. He started with AC 13.
You're also missing the bigger picture. Plenty of characters start with AC 14 or less. Any spread which prioritizes Dexterity and light armor is capped at 14. The only "builds" that can get higher are ones with studded leather or a shield, and that leaves plenty with lower stats.
While players can make any character they want people who intend to be in the fight and not hanging back will almost always have a better AC than 13 or 14. So yeah I am not surprised to see a 13/14 AC on a wizard/sorcerer/warlock etc it is a bit unusual on a fighter/barbarian/monk as tehy are the warrior classes. A dex build even without a shield will usually have a 15 AC as light armor does include studded leather and if you are going a dex vuild will usually have a 16 dex. And if you can have either leather or studded leather you will take studded, its not like gold will put you back with those.(side note its why I hate medium, armor on warlocks, it basically rams scale or half plate onto all warlocks when things like armor of shadows exist) To get a monk to 15 you just need one stat at 16 and the other at 14. Sure a person can have an build with dragonborn, dwarves. gnomes etc that will only hit 13 or 14 but i think the game generally assumes people will take a race that benefits their classes prime stats at least a bit. Though its less punishing in classes that can rely on equipment more to cover a weakness.
Could changing Deflect Missiles to Deflect Attack satisfy our AC concerns? In other words, could Deflect Attack be comparable to Barbarian's rage? Here is my latest fine tuning of Deflect Attack.
Deflect Attack (available at level 1)
While Unarmored and having a hand free, you can use your Reaction to deflect attacks against you that deal Bludgeoning, Piercing, or Slashing damage. The damage is reduced by a roll of your Martial Arts die plus your Monk level. You may redirect this damage to any target you can see within range of the original attack.
This grows with Monk level and Martial Arts die, thus supporting either WIS or DEX builds. It may be tempting for a Barbarian multiclass, but a single level dip of 1+1d6 is going to be much smaller than the damage later level monsters dish out. The damage redirecting does not cost Points, as I expect this would be substituting for the loss of damage from the Bonus Action Unarmed Strike (1d4 (dagger/nick) +DEX+1d6) being changed to Unarmed Strikes having the Light Weapon property (1d6). If the extra damage from Deflect Attack is too high, it could require a DEX save similar to UA6 Deflect Missile.
Of course, I could just blindly be focused on my particular solution.
That would be significantly overpowered. It would be a pretty good ability even if it was only usable once per short rest, and an okay ability if usable once per long rest, though it scales badly with level.
If you want something with a similar feel, just give them the Defensive Duelist feat, usable when unarmed or wielding simple weapons.
It's not particularly overpowered. The 5e Drunken Master Monk (in XGE) has an ability very similar to, it costs 1 Ki point and the monk's Reaction. The caveat is that the attack must miss in the first place and the redirection is to another target (not the original attacker) within 5 feet. Because of that, it's limited in usage. I have never heard anyone say that the Drunken Master is an OP subclass. Not even close.
The proposed ability was free, and I wasn't talking about the redirection being broken, I was talking about the damage reduction being broken (more accurately...the proposed scaling is significantly too good at level 1 and kinda garbage at high levels).
Okay, now we're getting somewhere. I also agree that it's not something you should give out at level 1 because it trivializes a lot of Tier 1 encounters. However, if we can agree that the Drunken Master abiity is too weak (esp. at higher levels), then I would suggest changing it. Perhaps to something like: "If a melee weapon attack misses you by 5 or more, you automatically Grapple the weapon used to make the attack. You may redirect the attack at the beginning of your next turn as part of your Flurry of Blows as long as the creature that attempted the attack retains possession of the weapon. The redirected attack must hit a creature or object within range of the original melee attack. You may grapple up to two weapons this way."
The drunken master ability is generally worth using when its trigger conditions occur. The problem is that its trigger condition is uncommon -- you need to get missed by an attack, you need to have your reaction available, and you need a valid target within 5'.
This is why the ability should be improved. Being missed by an attack of a certain type and having a target within range are already plenty of conditions. It should not cost extra Ki, nor should it require a Reaction. Having it fold into the Monk's already likely use of Flurry of Blows on the next turn conserves Ki and lets the Monk retain their Reaction.
Honestly, Drunken Master is so mediocre that half of the subclass should have just been included in Monk the base class to begin with.