Reddit moves pretty fast... you really need to hook people somehow to get responses to your homebrew ideas. Usually the stuff that's really flashy does better... whether it's just a really snappy, easy to understand toy that gets people excited to play with it, or if it comes with a nifty, eye-catching visual.
This forum is probably a better place if you're hoping for feedback, but it would help if you just posted your homebrew concept directly into the thread, instead of linking people to an outside website.
As for the actual homebrew... in general I like it. I haven't read through all the different options, but I get the idea behind it. In general I'm all for this kind of idea for martials, but this feels like probably a few too many options. I think you'd have to completely rework Monks to make this work... it feels more like Eldritch Invocations, which is not a bad thing, but the thing about Eldritch Invocations is that they basically replace traditional class features. Like, if you look at a Warlock's level progression, it's pretty much all Eldritch Invocations, Mystic Arcanums, and subclass features... which is fine, because Eldritch Invocations are usually as good, if not better than, many baked-in class features. But if they were getting them on top of getting a full-suite of class-specific features they'd end up way too powerful.
I dunno... Monks do kinda need that boost. I can certainly find a few Monk class features I would happily replace with one of these Techniques. I don't think that they're so amazing that they would completely derail the class, but it's a lot to add without shifting some other things around.
thank you for helping! so about the eldritch invocations thing, it was definetly my plan to make the martial arts edition of eldritch invocations, but the thing is warlocks have more invocations than monks would have martial techniques, and combined with warlocks having spells too and while most monk subclasses are minor improvements mostly warlock subclasses are all very solid and change the way you play a warlock(also warlocks have pacts), so yeah monks have the invocations+class, but warlocks also have Invocations and other things, also idk if you saw it but i did say to remove stunning strike
I don't think removing Stunning Strike is necessary for this to be good. Stunning Strike, I think, only gets overused as much as it does because Monks don't really have something similar to use. But it's still a CON saving throw based on the Monk's WIS... some monks have perfect WIS, but they're more likely to prioritize DEX, and then they've gotta split between WIS and CON. So unless they're going out of their way to juice their WIS, then the save probably isn't too high, then on top of that, CON saving throws are fairly unreliable... most big, scary creatures have high CON. If Monks had other, adaptable features they could be spending their Ki on, they wouldn't necessarily be trying to Stun constantly.
That is a very good point, though, that Warlocks also get Pacts and Spellcasting. There's definitely more wiggle room in the Monk for a feature like this. I think if you just repurposed this as a subclass, I wouldn't have much to add. As it is... I think it's a little too good of an idea to just slap onto the Monk unaltered, but also not so good of an idea that it's too good to use on some level. Overall, I like it, but I'm not sure what, exactly, it would take to make this feel natural. At the very least I think, with Monks getting fully reworked in OneDnD, and with WoTC wanting to make the monk feel like a more... generalized representation of a hand-to-hand martial arts fighter, something like this would solve that issue handily.
One of the problems with trying to create a hand-to-hand fighter that isn't a Kung-Fu style monk is that certain mystical elements are hard-baked into the class... if you just want to be a boxer, you're still going to have the ability featherfall and run across water, even if you go out of your way to not use those features or aggressively reflavor them somehow. I think it would actually be pretty amazing to rework the Monk as the super-customizable class... the Martial answer to the Warlock. And this would be a great base to build that on... but again, my suggestion mostly comes down to "rework the Monk itself from the ground up", which is a lot to demand as a criticism for a homebrew class feature.
so i started making serious homebrew, i guess, not just me sending friends cool ideas i came up with i made this big ass monk feature that im very proud of, well the problem is that i sent it on r/dndhomebrew and r/unearthedarcana and got no answers, which i have to admit that im pretty disappointed, so what are other places? or i guess i might aswell send it here too if youre interested, so here's the reddit post: https://www.reddit.com/r/UnearthedArcana/comments/1570e9x/martial_techniques_v2_and_some_additional_monk/?utm_source=share&utm_medium=web2x&context=3
Reddit moves pretty fast... you really need to hook people somehow to get responses to your homebrew ideas. Usually the stuff that's really flashy does better... whether it's just a really snappy, easy to understand toy that gets people excited to play with it, or if it comes with a nifty, eye-catching visual.
This forum is probably a better place if you're hoping for feedback, but it would help if you just posted your homebrew concept directly into the thread, instead of linking people to an outside website.
As for the actual homebrew... in general I like it. I haven't read through all the different options, but I get the idea behind it. In general I'm all for this kind of idea for martials, but this feels like probably a few too many options. I think you'd have to completely rework Monks to make this work... it feels more like Eldritch Invocations, which is not a bad thing, but the thing about Eldritch Invocations is that they basically replace traditional class features. Like, if you look at a Warlock's level progression, it's pretty much all Eldritch Invocations, Mystic Arcanums, and subclass features... which is fine, because Eldritch Invocations are usually as good, if not better than, many baked-in class features. But if they were getting them on top of getting a full-suite of class-specific features they'd end up way too powerful.
I dunno... Monks do kinda need that boost. I can certainly find a few Monk class features I would happily replace with one of these Techniques. I don't think that they're so amazing that they would completely derail the class, but it's a lot to add without shifting some other things around.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
thank you for helping! so about the eldritch invocations thing, it was definetly my plan to make the martial arts edition of eldritch invocations, but the thing is warlocks have more invocations than monks would have martial techniques, and combined with warlocks having spells too and while most monk subclasses are minor improvements mostly warlock subclasses are all very solid and change the way you play a warlock(also warlocks have pacts), so yeah monks have the invocations+class, but warlocks also have Invocations and other things, also idk if you saw it but i did say to remove stunning strike
I don't think removing Stunning Strike is necessary for this to be good. Stunning Strike, I think, only gets overused as much as it does because Monks don't really have something similar to use. But it's still a CON saving throw based on the Monk's WIS... some monks have perfect WIS, but they're more likely to prioritize DEX, and then they've gotta split between WIS and CON. So unless they're going out of their way to juice their WIS, then the save probably isn't too high, then on top of that, CON saving throws are fairly unreliable... most big, scary creatures have high CON. If Monks had other, adaptable features they could be spending their Ki on, they wouldn't necessarily be trying to Stun constantly.
That is a very good point, though, that Warlocks also get Pacts and Spellcasting. There's definitely more wiggle room in the Monk for a feature like this. I think if you just repurposed this as a subclass, I wouldn't have much to add. As it is... I think it's a little too good of an idea to just slap onto the Monk unaltered, but also not so good of an idea that it's too good to use on some level. Overall, I like it, but I'm not sure what, exactly, it would take to make this feel natural. At the very least I think, with Monks getting fully reworked in OneDnD, and with WoTC wanting to make the monk feel like a more... generalized representation of a hand-to-hand martial arts fighter, something like this would solve that issue handily.
One of the problems with trying to create a hand-to-hand fighter that isn't a Kung-Fu style monk is that certain mystical elements are hard-baked into the class... if you just want to be a boxer, you're still going to have the ability featherfall and run across water, even if you go out of your way to not use those features or aggressively reflavor them somehow. I think it would actually be pretty amazing to rework the Monk as the super-customizable class... the Martial answer to the Warlock. And this would be a great base to build that on... but again, my suggestion mostly comes down to "rework the Monk itself from the ground up", which is a lot to demand as a criticism for a homebrew class feature.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium