The one thing I’ll say about the new Elements Monk. which I like quite a lot (esp. in comparison to the 2014 version. which was horrible)… the OneD&D focus on changing from “magic weapons do magic damage” to “things do force damage” basically makes the Elements Monk’s bread-and-butter obsolete at 6th level.
Assuming the relative rarity/commonality of damage types stays the same, with elemental energies being easier to resist than force, it basically means there’s no advantage to being able to do unarmed damage that is elemental energy instead of force energy.
But, the problem isn’t the Elements Monk. It’s the new “magic damage is replaced by force damage” idea.
the real bread and butter of elements at 6 becomes, AoE damage and enemy position manipulation. IE setting up the dominoes and knocking them down. You can enhance this by taking certain multi target cantrips, so you can benefit even when you don't have a ton of mana. At 11, you can start attempting to pull people into the sky, (though you can probably attempt this earlier with jump(verticality in the level)
basically the elemental aspect is mostly just highlighting the fiction unless the player and the dm want to get creative with it.
Problem is that AoE damage doesn't scale at all (which is the major complaint I put in my survey about the Elements Monk).
The one thing I’ll say about the new Elements Monk. which I like quite a lot (esp. in comparison to the 2014 version. which was horrible)… the OneD&D focus on changing from “magic weapons do magic damage” to “things do force damage” basically makes the Elements Monk’s bread-and-butter obsolete at 6th level.
Assuming the relative rarity/commonality of damage types stays the same, with elemental energies being easier to resist than force, it basically means there’s no advantage to being able to do unarmed damage that is elemental energy instead of force energy.
But, the problem isn’t the Elements Monk. It’s the new “magic damage is replaced by force damage” idea.
the real bread and butter of elements at 6 becomes, AoE damage and enemy position manipulation. IE setting up the dominoes and knocking them down. You can enhance this by taking certain multi target cantrips, so you can benefit even when you don't have a ton of mana. At 11, you can start attempting to pull people into the sky, (though you can probably attempt this earlier with jump(verticality in the level)
basically the elemental aspect is mostly just highlighting the fiction unless the player and the dm want to get creative with it.
I think it is also the reach. Having a 15 foot reach is nothing to scoff at. Add in if DM's like to have enemies have weaknesses and it could be great. Like if they want to throw a mummy or a salamander at you. It is rare sure, but this monk has an easier time accessing those vulnerabilities than even most casters.
15 root reach is a big deal yea, especially with the pull/push
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Problem is that AoE damage doesn't scale at all (which is the major complaint I put in my survey about the Elements Monk).
15 root reach is a big deal yea, especially with the pull/push