Something I'm struggling to wrap my head around is why the kensei needs five weapon proficiencies by higher tiers.
It's useful flavour but I'm not really sure I get the mechanical benefits here - are we meant to lug around 5 weapons just in case? Practically, is a martial class ever really going to carry more than two melee and maybe a ranged backup?
The way I'm seeing it, a kensei is supposed to be a specialist weapon user, but it ends up being more or a jack of all weapons, master of none. Are my expectations off base here?
My suspicion is that the extra kensei weapons are mainly for if your DM is committed to rolling random magical loot, and so you might end up with magic weapons with effects you really like but which you can't use; by gaining extra proficiencies you can have more possible options, or can pick up the proficiency you need later. Similar to the Weapon Master feat I guess, not that I've ever seen anyone actually take it.
Otherwise your classic Kensei is usually going to pick longsword and longbow and never worry about proficiency ever again, especially since there are a lot of good magic longswords and longbows so even with random loot your chances of finding one are still pretty good.
Also the dedicated weapon optional feature makes it possible for you to pick up an extra monk weapon fairly easily as well, especially if your DM gives you time to train for proficiencies.
I wouldn't say they're a "jack of all weapons" as proficiency is proficiency, they're no worse with their weapons, and do get some pretty good bonuses for them (albeit with slightly weird pacing), it's just not a feature I've ever particularly needed, as my groups tend to prefer tailored or telegraphed weapons where either the DM makes magic items with players in mind, or gives you side quests to obtain weapons where you know roughly what they are in advance so can choose whether to seek them out or not.
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Your last paragraph hits my point exactly - the additional proficiencies just seem - unnecessary? You're getting some benefits sure but the opportunity for them to come into play are just rare to nonexistent. I mean, Dedicated Weapon is right there, as you mentioned.
I like the subclass thematically and mechanically for the most part, but it feels to me that instead of additional weapon proficiencies there could have been options to take customized fighting styles or something similar to battlemaster manoeuvres to really sell the weapon mastery.
I've seen people advocating for kensei monks taking a whip as their third weapon because of its reach. I think an option on your available weapons is good, but, I do like the suggestion of having some other ability (like fighting styles or battle maneuvers).
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Something I'm struggling to wrap my head around is why the kensei needs five weapon proficiencies by higher tiers.
It's useful flavour but I'm not really sure I get the mechanical benefits here - are we meant to lug around 5 weapons just in case? Practically, is a martial class ever really going to carry more than two melee and maybe a ranged backup?
The way I'm seeing it, a kensei is supposed to be a specialist weapon user, but it ends up being more or a jack of all weapons, master of none. Are my expectations off base here?
>> #OpenDND
My suspicion is that the extra kensei weapons are mainly for if your DM is committed to rolling random magical loot, and so you might end up with magic weapons with effects you really like but which you can't use; by gaining extra proficiencies you can have more possible options, or can pick up the proficiency you need later. Similar to the Weapon Master feat I guess, not that I've ever seen anyone actually take it.
Otherwise your classic Kensei is usually going to pick longsword and longbow and never worry about proficiency ever again, especially since there are a lot of good magic longswords and longbows so even with random loot your chances of finding one are still pretty good.
Also the dedicated weapon optional feature makes it possible for you to pick up an extra monk weapon fairly easily as well, especially if your DM gives you time to train for proficiencies.
I wouldn't say they're a "jack of all weapons" as proficiency is proficiency, they're no worse with their weapons, and do get some pretty good bonuses for them (albeit with slightly weird pacing), it's just not a feature I've ever particularly needed, as my groups tend to prefer tailored or telegraphed weapons where either the DM makes magic items with players in mind, or gives you side quests to obtain weapons where you know roughly what they are in advance so can choose whether to seek them out or not.
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.
Your last paragraph hits my point exactly - the additional proficiencies just seem - unnecessary? You're getting some benefits sure but the opportunity for them to come into play are just rare to nonexistent. I mean, Dedicated Weapon is right there, as you mentioned.
I like the subclass thematically and mechanically for the most part, but it feels to me that instead of additional weapon proficiencies there could have been options to take customized fighting styles or something similar to battlemaster manoeuvres to really sell the weapon mastery.
>> #OpenDND
I've seen people advocating for kensei monks taking a whip as their third weapon because of its reach. I think an option on your available weapons is good, but, I do like the suggestion of having some other ability (like fighting styles or battle maneuvers).