There's no going around the magical weapon issue. Bare fists have to compete or they'll be useless. Regarding the rate at which they're given - yes, it's up to DM, but it's pretty standartized in published adventures, all according to magic item rarity rable in the DMG.
Woudnt adding +1, +2 and +3 handwraps as magic "weapons" solve weapon issue? I think Haravikk has an excellent point in that we are dancing around the problem if we are trying to encourage using fists by making other options less effective.
The monks unarmed attacks should only be competing with non magical versions of weapons.
There's no going around the magical weapon issue. Bare fists have to compete or they'll be useless. Regarding the rate at which they're given - yes, it's up to DM, but it's pretty standartized in published adventures, all according to magic item rarity rable in the DMG.
Woudnt adding +1, +2 and +3 handwraps as magic "weapons" solve weapon issue? I think Haravikk has an excellent point in that we are dancing around the problem if we are trying to encourage using fists by making other options less effective.
The monks unarmed attacks should only be competing with non magical versions of weapons.
Either that or alter the 6th level ability that allows you to do force damage, to also give +1 to hit and damage. Scaling to +2 and +3. I mean, you’re turning your punches and kicks into force damage. A bonus isn’t much of a stretch.
I get the whole hand wraps thing but just seems like making one or two items just for unarmed isn’t as interesting as a whole list of simple and martial weapons that not only have magic bonuses but also other effects. I guess it’s just depends on how it’s handled. Just feels like “poor monk, let’s throw them a bone”
I like the idea of being able to move around enchantments, but I don't think it should be something you just do during a long rest (except maybe as a ribbon Artificer feature). There should be guidelines for going to an enchanter and paying money to get certain enchantments taken from one weapon and given to another. Maybe something like a fourth of the value of the item.
Every so often, Homebrewers accidentally create Pathfinder 2e again. I'm joking, of course, but a system to move enchantments around from undesirable weapons to desired ones like PF2e does would be a better system. For a different, Monk unique method, I once suggested as a fix was that they could use their Ki to copy a weapon or armor's enchantments onto their body, thus ensuring magical loot isn't unimportant to them.
I also thought that Monk would get the ability to put a Weapon Mastery onto their unarmed strikes. It seems like the most obvious choice for the Monk, who is a member of the Warrior group which are supposed to be the masters of mundane combat, to be able to interact with the Weapon Mastery system a little more. But no, if you wanna punch someone, it can't be more complicated than bigger dice.
4e D&D did it with a ritual, so its not even new to D&D.
I think thats a fairly solution as well. Give a +1 at 6, +2 at 11 maybe?
A downside to the handwraps solution is that they can be removed, which arguably takes away some of the charm of unarmed combat.. But if we wanted to stick with the itemisation solution, perhaps the eldritch claw tattoo angle should simply be expanded.
There's no going around the magical weapon issue. Bare fists have to compete or they'll be useless. Regarding the rate at which they're given - yes, it's up to DM, but it's pretty standartized in published adventures, all according to magic item rarity rable in the DMG.
Woudnt adding +1, +2 and +3 handwraps as magic "weapons" solve weapon issue? I think Haravikk has an excellent point in that we are dancing around the problem if we are trying to encourage using fists by making other options less effective.
The monks unarmed attacks should only be competing with non magical versions of weapons.
Either that or alter the 6th level ability that allows you to do force damage, to also give +1 to hit and damage. Scaling to +2 and +3. I mean, you’re turning your punches and kicks into force damage. A bonus isn’t much of a stretch.
I get the whole hand wraps thing but just seems like making one or two items just for unarmed isn’t as interesting as a whole list of simple and martial weapons that not only have magic bonuses but also other effects. I guess it’s just depends on how it’s handled. Just feels like “poor monk, let’s throw them a bone”
It is less evocative of a DMG but just put weapon effects in the DMG, explain what weapon types they can work with, and give some end result max cost per rarity. Something like uncommon can have 1 point of effect legendary 5. A +1 is one point of effect max +3, flaming is a +3 effect only on melee weapons, vampiric is a +4 effect, disarming +1 effect whatever. playtest the numbers a bit and give the DM a tool kit to make their own magic items, instead of them just saying wing it guys DMs can change anyhting.
I like the idea of being able to move around enchantments, but I don't think it should be something you just do during a long rest (except maybe as a ribbon Artificer feature). There should be guidelines for going to an enchanter and paying money to get certain enchantments taken from one weapon and given to another. Maybe something like a fourth of the value of the item.
Sure, I can see having to work for it. A skill or tool check, maybe. Failure means it didn’t move, and you need to try again tomorrow. Higher DC based on item rarity. Give an artificer advantage on the check. Or make it take 24 hours, like the tomes and manuals that boost ability scores. Or, like you’re saying, take it to a specialist. As long as there’s some way to do it, it works for me.
Partly, this is just my own selfishness because my DM rolls for treasure, and it’s always the martials who get screwed by getting a weapon they don’t want to use. I paid for my heroforge mini to have a hammer, not a sword, dagnabit, and I built around an odd con score because I was going to take crusher, but now I have a slashing weapon. And that last part will get even more annoying with weapon masteries.
But, besides my personal problems, it can also work for published campaigns, where some items may be hard wired into the loot, but, again, no one uses it.
I think thats a fairly solution as well. Give a +1 at 6, +2 at 11 maybe?
A downside to the handwraps solution is that they can be removed, which arguably takes away some of the charm of unarmed combat.. But if we wanted to stick with the itemisation solution, perhaps the eldritch claw tattoo angle should simply be expanded.
Any magic weapon could be taken away from its wielder, so what’s the difference? And magic Handwraps means always being “armed,” and keeps two hands free at the same time. Plus, they would have to be “doffed” not dropped, so you couldn’t easily be disarmed. Frankly, a pair of +2 Handwraps would be superior to a +2 sword in all ways.
I think thats a fairly solution as well. Give a +1 at 6, +2 at 11 maybe?
A downside to the handwraps solution is that they can be removed, which arguably takes away some of the charm of unarmed combat.. But if we wanted to stick with the itemisation solution, perhaps the eldritch claw tattoo angle should simply be expanded.
Any magic weapon could be taken away from its wielder, so what’s the difference? And magic Handwraps means always being “armed,” and keeps two hands free at the same time. Plus, they would have to be “doffed” not dropped, so you couldn’t easily be disarmed. Frankly, a pair of +2 Handwraps would be superior to a +2 sword in all ways.
Hmm Im not sure understand that angle you are coming from with this question. The difference is that usually, unarmed combat cannot be taken away from you, so ideally the "magic weapon" unarmed combatants use should also not be something that cant be taken away. I dont mind handwraps, Im just saying that if you want the +(x) solution for unarmed combat to flow seamlessly with how unarmed combat typically works, itd be best if it wasnt an item that could be taken from you in a similarly way to how a sword might be taken from you.
If want to equate unarmed combat to magical weapons, then what is required are magical "unarmed", in other words, add gloves to be used like magical weapons for unarmed.
The self features should not be as good as looting, if not it gets advantage over others. The monk unarmed already deals damage to "any" with the force damage.
If want to equate unarmed combat to magical weapons, then what is required are magical "unarmed", in other words, add gloves to be used like magical weapons for unarmed.
The self features should not be as good as looting, if not it gets advantage over others. The monk unarmed already deals damage to "any" with the force damage.
Honestly 'as good as looting' kinda belies a big problem, sometimes you're playing a game with no loot, sometimes you're playing a game with heaps of loot, sometimes you're playing a Monk whose entire gimmick is "I'm a discount party member and you can funnel all the gear into other people".
If you know this is a game where you're gonna get GOAT weapons really quickly maybe a (non-kensai) Monk is just straight up not the class to play and that's okay.
I think thats a fairly solution as well. Give a +1 at 6, +2 at 11 maybe?
A downside to the handwraps solution is that they can be removed, which arguably takes away some of the charm of unarmed combat.. But if we wanted to stick with the itemisation solution, perhaps the eldritch claw tattoo angle should simply be expanded.
Any magic weapon could be taken away from its wielder, so what’s the difference? And magic Handwraps means always being “armed,” and keeps two hands free at the same time. Plus, they would have to be “doffed” not dropped, so you couldn’t easily be disarmed. Frankly, a pair of +2 Handwraps would be superior to a +2 sword in all ways.
Hmm Im not sure understand that angle you are coming from with this question. The difference is that usually, unarmed combat cannot be taken away from you, so ideally the "magic weapon" unarmed combatants use should also not be something that cant be taken away. I dont mind handwraps, Im just saying that if you want the +(x) solution for unarmed combat to flow seamlessly with how unarmed combat typically works, itd be best if it wasnt an item that could be taken from you in a similarly way to how a sword might be taken from you.
You can still used unarmed combat if they are taken away, you just wouldn’t get the bonus. Whereas if the fighter’s magic sword gets taken away they have no sword at all. Plus the fighter can be disarmed because the sword is “held,” and then they have no sword, but it would take a full minute to take a monk’s Handwraps off of them because they are “worn,” and that’s presuming the monk let you do it.
Woudnt adding +1, +2 and +3 handwraps as magic "weapons" solve weapon issue? I think Haravikk has an excellent point in that we are dancing around the problem if we are trying to encourage using fists by making other options less effective.
The monks unarmed attacks should only be competing with non magical versions of weapons.
It's a crutch, not a solution. A whole weapon category just for one class? Lame. You shouldn't view fists as "pseudo-weapons". Look at it like an Eldritch Blast, but with knuckles.
I think thats a fairly solution as well. Give a +1 at 6, +2 at 11 maybe?
A downside to the handwraps solution is that they can be removed, which arguably takes away some of the charm of unarmed combat.. But if we wanted to stick with the itemisation solution, perhaps the eldritch claw tattoo angle should simply be expanded.
Any magic weapon could be taken away from its wielder, so what’s the difference? And magic Handwraps means always being “armed,” and keeps two hands free at the same time. Plus, they would have to be “doffed” not dropped, so you couldn’t easily be disarmed. Frankly, a pair of +2 Handwraps would be superior to a +2 sword in all ways.
Hmm Im not sure understand that angle you are coming from with this question. The difference is that usually, unarmed combat cannot be taken away from you, so ideally the "magic weapon" unarmed combatants use should also not be something that cant be taken away. I dont mind handwraps, Im just saying that if you want the +(x) solution for unarmed combat to flow seamlessly with how unarmed combat typically works, itd be best if it wasnt an item that could be taken from you in a similarly way to how a sword might be taken from you.
You can still used unarmed combat if they are taken away, you just wouldn’t get the bonus. Whereas if the fighter’s magic sword gets taken away they have no sword at all. Plus the fighter can be disarmed because the sword is “held,” and then they have no sword, but it would take a full minute to take a monk’s Handwraps off of them because they are “worn,” and that’s presuming the monk let you do it.
Maybe this happens more at other tables, but in 16 levels of play we have had a PC lose a weapon exactly once. And it was our fighter who rolled a crit fail/nat 1 in a combat and the DM house ruled his weapon flew out of his hand. He was dual wielding so still had one weapon to fight with.
Whether magical hand wraps could be taken away or not isn’t a concern for me when talking about monks unarmed fighting compared to magic weapons.
I want an unarmed monk to be just as viable as a weapon wielding monk especially as you get into higher levels where magic weapons are more expected. And for me, the “throw the monk a bone” give them magic hand wraps feels like the DM feeling sorry for a player.
I don’t see too much of a problem to add a scaling modifier to Empowered Strikes force damage. It could even be only if you are not wielding a weapon in either hand of it is too strong to use in conjunction with a magic weapon, for weapon wielding monks. But maybe I’m wrong.
Im still not sure about weapons not scaling with MA die, but weapon+Masteries+possible magic weapon vs unarmed strikes that do more damage might be an interesting choice a player has to make. Now if they change mastery properties in a future UA, or give monks fighting styles (which they should) or allow masteries with unarmed strikes could change that.
Also I think the two handed restriction to use DEX instead of STR on simple weapons is not needed. Spear and quarterstaff do d8 (WM lets you use d8 one handed). And the feature is restricted to Simple Weapons anyway so even if you could get martial proficiency you still couldn’t use DEX on two handed martial weapons.
That restriction doesn't affect the Spear nor the Quarterstaff. It only affects the Greatclub. The restriction isn't on "using a weapon two handed" (like a bladesinger's restriction). The restriction is on weapons with the Two Handed property... which neither Spear nor Quarterstaff have. They're Versatile, not Two Handed.
I think thats a fairly solution as well. Give a +1 at 6, +2 at 11 maybe?
A downside to the handwraps solution is that they can be removed, which arguably takes away some of the charm of unarmed combat.. But if we wanted to stick with the itemisation solution, perhaps the eldritch claw tattoo angle should simply be expanded.
Any magic weapon could be taken away from its wielder, so what’s the difference? And magic Handwraps means always being “armed,” and keeps two hands free at the same time. Plus, they would have to be “doffed” not dropped, so you couldn’t easily be disarmed. Frankly, a pair of +2 Handwraps would be superior to a +2 sword in all ways.
Hmm Im not sure understand that angle you are coming from with this question. The difference is that usually, unarmed combat cannot be taken away from you, so ideally the "magic weapon" unarmed combatants use should also not be something that cant be taken away. I dont mind handwraps, Im just saying that if you want the +(x) solution for unarmed combat to flow seamlessly with how unarmed combat typically works, itd be best if it wasnt an item that could be taken from you in a similarly way to how a sword might be taken from you.
You can still used unarmed combat if they are taken away, you just wouldn’t get the bonus. Whereas if the fighter’s magic sword gets taken away they have no sword at all. Plus the fighter can be disarmed because the sword is “held,” and then they have no sword, but it would take a full minute to take a monk’s Handwraps off of them because they are “worn,” and that’s presuming the monk let you do it.
I'm not sure what it is we disagree about here? Could you perhaps restate what it is that Ive said that you are arent a fan of? I'm honestly not quite following what point we are getting at right now.
Woudnt adding +1, +2 and +3 handwraps as magic "weapons" solve weapon issue? I think Haravikk has an excellent point in that we are dancing around the problem if we are trying to encourage using fists by making other options less effective.
The monks unarmed attacks should only be competing with non magical versions of weapons.
It's a crutch, not a solution. A whole weapon category just for one class? Lame. You shouldn't view fists as "pseudo-weapons". Look at it like an Eldritch Blast, but with knuckles.
Not a solution to what exactly? Fists are pseudo weapons, how are they not? They use the exact same mechanics as weapons, only they (mostly) cant be upgraded with gear. What would you suggest, if not some kind of "fist weapon"?
I think thats a fairly solution as well. Give a +1 at 6, +2 at 11 maybe?
A downside to the handwraps solution is that they can be removed, which arguably takes away some of the charm of unarmed combat.. But if we wanted to stick with the itemisation solution, perhaps the eldritch claw tattoo angle should simply be expanded.
Any magic weapon could be taken away from its wielder, so what’s the difference? And magic Handwraps means always being “armed,” and keeps two hands free at the same time. Plus, they would have to be “doffed” not dropped, so you couldn’t easily be disarmed. Frankly, a pair of +2 Handwraps would be superior to a +2 sword in all ways.
Hmm Im not sure understand that angle you are coming from with this question. The difference is that usually, unarmed combat cannot be taken away from you, so ideally the "magic weapon" unarmed combatants use should also not be something that cant be taken away. I dont mind handwraps, Im just saying that if you want the +(x) solution for unarmed combat to flow seamlessly with how unarmed combat typically works, itd be best if it wasnt an item that could be taken from you in a similarly way to how a sword might be taken from you.
You can still used unarmed combat if they are taken away, you just wouldn’t get the bonus. Whereas if the fighter’s magic sword gets taken away they have no sword at all. Plus the fighter can be disarmed because the sword is “held,” and then they have no sword, but it would take a full minute to take a monk’s Handwraps off of them because they are “worn,” and that’s presuming the monk let you do it.
I'm not sure what it is we disagree about here? Could you perhaps restate what it is that Ive said that you are arent a fan of? I'm honestly not quite following what point we are getting at right now.
You wrote “a downside to the handwraps solution is that they can be removed, which arguably takes away some of the charm of unarmed combat.” I don’t think they take anything away from unarmed combat. In fact, they would add more to unarmed combat than magic weapons add to armed combat.
I think thats a fairly solution as well. Give a +1 at 6, +2 at 11 maybe?
A downside to the handwraps solution is that they can be removed, which arguably takes away some of the charm of unarmed combat.. But if we wanted to stick with the itemisation solution, perhaps the eldritch claw tattoo angle should simply be expanded.
Any magic weapon could be taken away from its wielder, so what’s the difference? And magic Handwraps means always being “armed,” and keeps two hands free at the same time. Plus, they would have to be “doffed” not dropped, so you couldn’t easily be disarmed. Frankly, a pair of +2 Handwraps would be superior to a +2 sword in all ways.
Hmm Im not sure understand that angle you are coming from with this question. The difference is that usually, unarmed combat cannot be taken away from you, so ideally the "magic weapon" unarmed combatants use should also not be something that cant be taken away. I dont mind handwraps, Im just saying that if you want the +(x) solution for unarmed combat to flow seamlessly with how unarmed combat typically works, itd be best if it wasnt an item that could be taken from you in a similarly way to how a sword might be taken from you.
You can still used unarmed combat if they are taken away, you just wouldn’t get the bonus. Whereas if the fighter’s magic sword gets taken away they have no sword at all. Plus the fighter can be disarmed because the sword is “held,” and then they have no sword, but it would take a full minute to take a monk’s Handwraps off of them because they are “worn,” and that’s presuming the monk let you do it.
I'm not sure what it is we disagree about here? Could you perhaps restate what it is that Ive said that you are arent a fan of? I'm honestly not quite following what point we are getting at right now.
You wrote “a downside to the handwraps solution is that they can be removed, which arguably takes away some of the charm of unarmed combat.” I don’t think they take anything away from unarmed combat. In fact, they would add more to unarmed combat than magic weapons add to armed combat.
Right, that was in the context of comparing different solutions when adding options to unarmed combat, not whether or not they are a good idea to begin with. I was saying that the downside of the solution of handwraps, is that they are a removable item, which I can imagine goes against what some people like about being unarmed focused. Compare that to the Eldritch claw tattoo, which essentially is just handwraps presented in a way where its more part of your character.
I don't really have a preference either way there, I just was just pointing a potential downside of having it be a physical item vs something like a class feature of a tattoo.
I think thats a fairly solution as well. Give a +1 at 6, +2 at 11 maybe?
A downside to the handwraps solution is that they can be removed, which arguably takes away some of the charm of unarmed combat.. But if we wanted to stick with the itemisation solution, perhaps the eldritch claw tattoo angle should simply be expanded.
Any magic weapon could be taken away from its wielder, so what’s the difference? And magic Handwraps means always being “armed,” and keeps two hands free at the same time. Plus, they would have to be “doffed” not dropped, so you couldn’t easily be disarmed. Frankly, a pair of +2 Handwraps would be superior to a +2 sword in all ways.
Hmm Im not sure understand that angle you are coming from with this question. The difference is that usually, unarmed combat cannot be taken away from you, so ideally the "magic weapon" unarmed combatants use should also not be something that cant be taken away. I dont mind handwraps, Im just saying that if you want the +(x) solution for unarmed combat to flow seamlessly with how unarmed combat typically works, itd be best if it wasnt an item that could be taken from you in a similarly way to how a sword might be taken from you.
You can still used unarmed combat if they are taken away, you just wouldn’t get the bonus. Whereas if the fighter’s magic sword gets taken away they have no sword at all. Plus the fighter can be disarmed because the sword is “held,” and then they have no sword, but it would take a full minute to take a monk’s Handwraps off of them because they are “worn,” and that’s presuming the monk let you do it.
I'm not sure what it is we disagree about here? Could you perhaps restate what it is that Ive said that you are arent a fan of? I'm honestly not quite following what point we are getting at right now.
You wrote “a downside to the handwraps solution is that they can be removed, which arguably takes away some of the charm of unarmed combat.” I don’t think they take anything away from unarmed combat. In fact, they would add more to unarmed combat than magic weapons add to armed combat.
Right, that was in the context of comparing different solutions when adding options to unarmed combat, not whether or not they are a good idea to begin with. I was saying that the downside of the solution of handwraps, is that they are a removable item, which I can imagine goes against what some people like about being unarmed focused. Compare that to the Eldritch claw tattoo, which essentially is just handwraps presented in a way where its more part of your character.
I don't really have a preference either way there, I just was just pointing a potential downside of having it be a physical item vs something like a class feature of a tattoo.
My point was that downside would be waayyy less of a downside than it is for armed combatants in regards to game balance.
Sure, I wasn't really focused on that aspect, but rather the kind of character experience people who are into unarmed combat are looking for. So if Im someone who loves unarmed combat because "my body is my weapon ", having part of it tied to something easily taken away might diminish that enjoyment.
Woudnt adding +1, +2 and +3 handwraps as magic "weapons" solve weapon issue? I think Haravikk has an excellent point in that we are dancing around the problem if we are trying to encourage using fists by making other options less effective.
The monks unarmed attacks should only be competing with non magical versions of weapons.
Either that or alter the 6th level ability that allows you to do force damage, to also give +1 to hit and damage. Scaling to +2 and +3. I mean, you’re turning your punches and kicks into force damage. A bonus isn’t much of a stretch.
I get the whole hand wraps thing but just seems like making one or two items just for unarmed isn’t as interesting as a whole list of simple and martial weapons that not only have magic bonuses but also other effects. I guess it’s just depends on how it’s handled. Just feels like “poor monk, let’s throw them a bone”
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
4e D&D did it with a ritual, so its not even new to D&D.
I think thats a fairly solution as well. Give a +1 at 6, +2 at 11 maybe?
A downside to the handwraps solution is that they can be removed, which arguably takes away some of the charm of unarmed combat.. But if we wanted to stick with the itemisation solution, perhaps the eldritch claw tattoo angle should simply be expanded.
It is less evocative of a DMG but just put weapon effects in the DMG, explain what weapon types they can work with, and give some end result max cost per rarity. Something like uncommon can have 1 point of effect legendary 5. A +1 is one point of effect max +3, flaming is a +3 effect only on melee weapons, vampiric is a +4 effect, disarming +1 effect whatever. playtest the numbers a bit and give the DM a tool kit to make their own magic items, instead of them just saying wing it guys DMs can change anyhting.
Sure, I can see having to work for it. A skill or tool check, maybe. Failure means it didn’t move, and you need to try again tomorrow. Higher DC based on item rarity. Give an artificer advantage on the check.
Or make it take 24 hours, like the tomes and manuals that boost ability scores.
Or, like you’re saying, take it to a specialist. As long as there’s some way to do it, it works for me.
Partly, this is just my own selfishness because my DM rolls for treasure, and it’s always the martials who get screwed by getting a weapon they don’t want to use. I paid for my heroforge mini to have a hammer, not a sword, dagnabit, and I built around an odd con score because I was going to take crusher, but now I have a slashing weapon. And that last part will get even more annoying with weapon masteries.
But, besides my personal problems, it can also work for published campaigns, where some items may be hard wired into the loot, but, again, no one uses it.
Any magic weapon could be taken away from its wielder, so what’s the difference? And magic Handwraps means always being “armed,” and keeps two hands free at the same time. Plus, they would have to be “doffed” not dropped, so you couldn’t easily be disarmed. Frankly, a pair of +2 Handwraps would be superior to a +2 sword in all ways.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Hmm Im not sure understand that angle you are coming from with this question. The difference is that usually, unarmed combat cannot be taken away from you, so ideally the "magic weapon" unarmed combatants use should also not be something that cant be taken away. I dont mind handwraps, Im just saying that if you want the +(x) solution for unarmed combat to flow seamlessly with how unarmed combat typically works, itd be best if it wasnt an item that could be taken from you in a similarly way to how a sword might be taken from you.
If want to equate unarmed combat to magical weapons, then what is required are magical "unarmed", in other words, add gloves to be used like magical weapons for unarmed.
The self features should not be as good as looting, if not it gets advantage over others. The monk unarmed already deals damage to "any" with the force damage.
Honestly 'as good as looting' kinda belies a big problem, sometimes you're playing a game with no loot, sometimes you're playing a game with heaps of loot, sometimes you're playing a Monk whose entire gimmick is "I'm a discount party member and you can funnel all the gear into other people".
If you know this is a game where you're gonna get GOAT weapons really quickly maybe a (non-kensai) Monk is just straight up not the class to play and that's okay.
You can still used unarmed combat if they are taken away, you just wouldn’t get the bonus. Whereas if the fighter’s magic sword gets taken away they have no sword at all. Plus the fighter can be disarmed because the sword is “held,” and then they have no sword, but it would take a full minute to take a monk’s Handwraps off of them because they are “worn,” and that’s presuming the monk let you do it.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
It's a crutch, not a solution. A whole weapon category just for one class? Lame. You shouldn't view fists as "pseudo-weapons". Look at it like an Eldritch Blast, but with knuckles.
Maybe this happens more at other tables, but in 16 levels of play we have had a PC lose a weapon exactly once. And it was our fighter who rolled a crit fail/nat 1 in a combat and the DM house ruled his weapon flew out of his hand. He was dual wielding so still had one weapon to fight with.
Whether magical hand wraps could be taken away or not isn’t a concern for me when talking about monks unarmed fighting compared to magic weapons.
I want an unarmed monk to be just as viable as a weapon wielding monk especially as you get into higher levels where magic weapons are more expected. And for me, the “throw the monk a bone” give them magic hand wraps feels like the DM feeling sorry for a player.
I don’t see too much of a problem to add a scaling modifier to Empowered Strikes force damage. It could even be only if you are not wielding a weapon in either hand of it is too strong to use in conjunction with a magic weapon, for weapon wielding monks. But maybe I’m wrong.
Im still not sure about weapons not scaling with MA die, but weapon+Masteries+possible magic weapon vs unarmed strikes that do more damage might be an interesting choice a player has to make. Now if they change mastery properties in a future UA, or give monks fighting styles (which they should) or allow masteries with unarmed strikes could change that.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
That restriction doesn't affect the Spear nor the Quarterstaff. It only affects the Greatclub. The restriction isn't on "using a weapon two handed" (like a bladesinger's restriction). The restriction is on weapons with the Two Handed property... which neither Spear nor Quarterstaff have. They're Versatile, not Two Handed.
I'm not sure what it is we disagree about here? Could you perhaps restate what it is that Ive said that you are arent a fan of? I'm honestly not quite following what point we are getting at right now.
Not a solution to what exactly? Fists are pseudo weapons, how are they not? They use the exact same mechanics as weapons, only they (mostly) cant be upgraded with gear. What would you suggest, if not some kind of "fist weapon"?
You wrote “a downside to the handwraps solution is that they can be removed, which arguably takes away some of the charm of unarmed combat.” I don’t think they take anything away from unarmed combat. In fact, they would add more to unarmed combat than magic weapons add to armed combat.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Right, that was in the context of comparing different solutions when adding options to unarmed combat, not whether or not they are a good idea to begin with. I was saying that the downside of the solution of handwraps, is that they are a removable item, which I can imagine goes against what some people like about being unarmed focused. Compare that to the Eldritch claw tattoo, which essentially is just handwraps presented in a way where its more part of your character.
I don't really have a preference either way there, I just was just pointing a potential downside of having it be a physical item vs something like a class feature of a tattoo.
My point was that downside would be waayyy less of a downside than it is for armed combatants in regards to game balance.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Sure, I wasn't really focused on that aspect, but rather the kind of character experience people who are into unarmed combat are looking for. So if Im someone who loves unarmed combat because "my body is my weapon ", having part of it tied to something easily taken away might diminish that enjoyment.