I am determined to actually fix the Monk, once and for all, I'm fully (kinda) remaking them and I want them to feel fun to play and keep up in terms of power level.
So what's the actual problems with them, and what's the solutions?
Maybe check out last UA (UA 9?) for a likely version of the upcoming one dnd version of the monk. They have done a good job at addressing many of the monks issues. A short version of changes are rebalancing stunning strike, deflect missles can apply to melee attacks and scales at level 13 to apply to ranged attacks of any damage type, no longer paying ki for core features like bonus action dash and disengage and paying 1ki to combine those features, FOB SotW and PD all get scaling at level 10 or 11. There is more i am sure i am forgetting. Its good read and playtesting is encouraged so if you like anything you can talk to your DM and see what features might be allowed.
Maybe check out last UA (UA 9?) for a likely version of the upcoming one dnd version of the monk. They have done a good job at addressing many of the monks issues. A short version of changes are rebalancing stunning strike, deflect missles can apply to melee attacks and scales at level 13 to apply to ranged attacks of any damage type, no longer paying ki for core features like bonus action dash and disengage and paying 1ki to combine those features, FOB SotW and PD all get scaling at level 10 or 11. There is more i am sure i am forgetting. Its good read and playtesting is encouraged so if you like anything you can talk to your DM and see what features might be allowed.
Yeah, I had a look at it and was fairly sure it fixed everything, but I wanted to get some extra input from you guys too. So considering UA9 they are all good? Anything else that still doesn’t feel quite right?
It’s long but will give an idea of what many of us were thinking about before the monk UA’s came out.
UA9 did do a good job, but it isn’t perfect. If they keep it as is I will be happy to play it. I will try to post some of my thoughts on it later, as I’m at work right now 😂
Maybe check out last UA (UA 9?) for a likely version of the upcoming one dnd version of the monk. They have done a good job at addressing many of the monks issues. A short version of changes are rebalancing stunning strike, deflect missles can apply to melee attacks and scales at level 13 to apply to ranged attacks of any damage type, no longer paying ki for core features like bonus action dash and disengage and paying 1ki to combine those features, FOB SotW and PD all get scaling at level 10 or 11. There is more i am sure i am forgetting. Its good read and playtesting is encouraged so if you like anything you can talk to your DM and see what features might be allowed.
Yeah, I had a look at it and was fairly sure it fixed everything, but I wanted to get some extra input from you guys too. So considering UA9 they are all good? Anything else that still doesn’t feel quite right?
i still have some issues with ki as a resource pool. it is very inconsistent in its value and i don't know how they fix that. some features that cost one ki point are clearly much better than other features that cost the same ki. also, the amount of short rests vary from campaign to campaign so a monks power levels can fluctuate from pretty good at one table to just awful at another. the games i play in get zero or one short rest per adventuring day because all of us have a limited amount of time to play. we roll play, we have one epic combat, the game ends on a long rest and we all start fresh the next game. as such monks are terrible in our campaigns because the resource pool does not work for how we play. that's a problem. i would prefer a resource pool that is standardized somehow so a monk a one table will always have the same amount of ki as a monk at another table for one adventuring day. what if a wizard or sorcerers daily spell slots varied greatly from one table to another? i think they would do something about that. it would be very easy just to give monks 4ki per level that reset on a long rest and you cand spend an hour of your long rest meditating to get it back. simple. everybody gets the same regardless of table. but, unfortunately for the monk they do seem intent on sticking with the short rest mechanic. the new ki recharge feature when you roll initiative in the UA helps a little, but does not fix the problem at our table becuse we only have one epic combat per game anyways.
the monks multiple ability score dependance is still worse than any other class in the game. the new feats do help a bit as there are more feats in the UA that add +1 to dex or wisdom and that will enhance the monk, but its not enough. i would make the monks unarmored AC formula 10+dexterity modifier+ proficiency bonus. to me that makes more sense than wisdom as it reflects your increased skill levels doing what you are practicing all the time. i would also make the monks save dc based on dexterity instead of wisdom. those two things would make the monk less dependent on so many ability scores. if you had a subclass of monk that was highly based on mysticism then you could use wisdom. the changes in the description of the monk in the UA make it clear they are moving away the mystical stereotype of the basic monk class. if that's the case why do they still need such a focus on wisdom for key monk features like save dc and armor class? my two cents.
You are the one who said Monk is broke, why are you asking us to tell you what's wrong with them and what the solutions are? Why don't you tell us what you think is wrong with the Monk and what your solutions are?
Hopefully it's something other than more Ki points.
You are the one who said Monk is broke, why are you asking us to tell you what's wrong with them and what the solutions are? Why don't you tell us what you think is wrong with the Monk and what your solutions are?
Hopefully it's something other than more Ki points.
Not entirely sure, I’m trying to figure out what people’s problems are with it (and if they have tried any solutions, how did it go?) and use that information before I start Homebrewing and Playtesting.
But I believe they struggle with all their abilities tied to one resource, and the different strengths of those abilities meaning that some will never really see the light of day (FoB vs PD/SoTW). In addition their action economy seems to struggle and they may not be tanky enough. I also reckon they don’t really play into the niche super well but UA9 will resolve that as far as I am aware.
Maybe check out last UA (UA 9?) for a likely version of the upcoming one dnd version of the monk. They have done a good job at addressing many of the monks issues. A short version of changes are rebalancing stunning strike, deflect missles can apply to melee attacks and scales at level 13 to apply to ranged attacks of any damage type, no longer paying ki for core features like bonus action dash and disengage and paying 1ki to combine those features, FOB SotW and PD all get scaling at level 10 or 11. There is more i am sure i am forgetting. Its good read and playtesting is encouraged so if you like anything you can talk to your DM and see what features might be allowed.
Yeah, I had a look at it and was fairly sure it fixed everything, but I wanted to get some extra input from you guys too. So considering UA9 they are all good? Anything else that still doesn’t feel quite right?
i still have some issues with ki as a resource pool. it is very inconsistent in its value and i don't know how they fix that. some features that cost one ki point are clearly much better than other features that cost the same ki. also, the amount of short rests vary from campaign to campaign so a monks power levels can fluctuate from pretty good at one table to just awful at another. the games i play in get zero or one short rest per adventuring day because all of us have a limited amount of time to play. we roll play, we have one epic combat, the game ends on a long rest and we all start fresh the next game. as such monks are terrible in our campaigns because the resource pool does not work for how we play. that's a problem. i would prefer a resource pool that is standardized somehow so a monk a one table will always have the same amount of ki as a monk at another table for one adventuring day. what if a wizard or sorcerers daily spell slots varied greatly from one table to another? i think they would do something about that. it would be very easy just to give monks 4ki per level that reset on a long rest and you cand spend an hour of your long rest meditating to get it back. simple. everybody gets the same regardless of table. but, unfortunately for the monk they do seem intent on sticking with the short rest mechanic. the new ki recharge feature when you roll initiative in the UA helps a little, but does not fix the problem at our table becuse we only have one epic combat per game anyways.
the monks multiple ability score dependance is still worse than any other class in the game. the new feats do help a bit as there are more feats in the UA that add +1 to dex or wisdom and that will enhance the monk, but its not enough. i would make the monks unarmored AC formula 10+dexterity modifier+ proficiency bonus. to me that makes more sense than wisdom as it reflects your increased skill levels doing what you are practicing all the time. i would also make the monks save dc based on dexterity instead of wisdom. those two things would make the monk less dependent on so many ability scores. if you had a subclass of monk that was highly based on mysticism then you could use wisdom. the changes in the description of the monk in the UA make it clear they are moving away the mystical stereotype of the basic monk class. if that's the case why do they still need such a focus on wisdom for key monk features like save dc and armor class? my two cents.
I feel like I never see this same criticism directed at Warlocks, who are even more beholden to a short rest than Monks. Even without Ki, Monks can do quite a bit. A Warlock without any spell slots is just an Eldritch Blast machine.
And I would argue that Monks are less MAD than Barbarians. Everything for a Monk keys off of Dex and Wis. Barbarians key off of Str, Dex, and Con. Even Paladins are going to want a high Str and Cha, not to mention Con. Monks don't need a high Con as they have the speed that lets them hit and run; but a good Con never hurt anyone.
I agree with you on the warlocks. I think that is changing for warlocks in one dnd.
I don't think any primary resource should be tied to short rests. However invocations and the strength of spells, particularly as you level up, puts them in a class higher then the monk. I am not a fan of any class being MAD including paladin and ranger but this discussion was for monks. As for barbarian, agree to disagree. They are designed to be tanks so you can make a great barbarian with just Con, strength and only 14 dex.
True Monk (5e Class), you can take all inspiration you want from this class of mine, ctrl c ctrl v it if you want too, just do your best, we are all trying(this class is probably unbalanced)
True Monk (5e Class), you can take all inspiration you want from this class of mine, ctrl c ctrl v it if you want too, just do your best, we are all trying(this class is probably unbalanced)
You are the one who said Monk is broke, why are you asking us to tell you what's wrong with them and what the solutions are? Why don't you tell us what you think is wrong with the Monk and what your solutions are?
Hopefully it's something other than more Ki points.
UA9 will resolve that as far as I am aware.
There is no UA 9 coming, unless you mean the final product? I'm still trying to lean the lingo around here, since the only UA that I knew previously, was supplemental book in 2e.
You are the one who said Monk is broke, why are you asking us to tell you what's wrong with them and what the solutions are? Why don't you tell us what you think is wrong with the Monk and what your solutions are?
Hopefully it's something other than more Ki points.
UA9 will resolve that as far as I am aware.
There is no UA 9 coming, unless you mean the final product? I'm still trying to lean the lingo around here, since the only UA that I knew previously, was supplemental book in 2e.
They are getting UA9 as I, and Masterofki, misspoke and called it that. It was the 9th UA playtest, but was called UA8. There was the Bastions and Cantrips “DMG” UA between UA7 and UA8 for the PHB.
Hey all!
I am determined to actually fix the Monk, once and for all, I'm fully (kinda) remaking them and I want them to feel fun to play and keep up in terms of power level.
So what's the actual problems with them, and what's the solutions?
Maybe check out last UA (UA 9?) for a likely version of the upcoming one dnd version of the monk. They have done a good job at addressing many of the monks issues. A short version of changes are rebalancing stunning strike, deflect missles can apply to melee attacks and scales at level 13 to apply to ranged attacks of any damage type, no longer paying ki for core features like bonus action dash and disengage and paying 1ki to combine those features, FOB SotW and PD all get scaling at level 10 or 11. There is more i am sure i am forgetting. Its good read and playtesting is encouraged so if you like anything you can talk to your DM and see what features might be allowed.
Yeah, I had a look at it and was fairly sure it fixed everything, but I wanted to get some extra input from you guys too. So considering UA9 they are all good? Anything else that still doesn’t feel quite right?
If you are looking for ideas or common complaints/issues with the 2014 monk, I had a thread that discussed this very issue when 1DD was announced https://www.dndbeyond.com/forums/class-forums/monk/128560-the-new-evolution-of-the-monk-core-class
It’s long but will give an idea of what many of us were thinking about before the monk UA’s came out.
UA9 did do a good job, but it isn’t perfect. If they keep it as is I will be happy to play it. I will try to post some of my thoughts on it later, as I’m at work right now 😂
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
i still have some issues with ki as a resource pool. it is very inconsistent in its value and i don't know how they fix that. some features that cost one ki point are clearly much better than other features that cost the same ki. also, the amount of short rests vary from campaign to campaign so a monks power levels can fluctuate from pretty good at one table to just awful at another. the games i play in get zero or one short rest per adventuring day because all of us have a limited amount of time to play. we roll play, we have one epic combat, the game ends on a long rest and we all start fresh the next game. as such monks are terrible in our campaigns because the resource pool does not work for how we play. that's a problem. i would prefer a resource pool that is standardized somehow so a monk a one table will always have the same amount of ki as a monk at another table for one adventuring day. what if a wizard or sorcerers daily spell slots varied greatly from one table to another? i think they would do something about that. it would be very easy just to give monks 4ki per level that reset on a long rest and you cand spend an hour of your long rest meditating to get it back. simple. everybody gets the same regardless of table. but, unfortunately for the monk they do seem intent on sticking with the short rest mechanic. the new ki recharge feature when you roll initiative in the UA helps a little, but does not fix the problem at our table becuse we only have one epic combat per game anyways.
the monks multiple ability score dependance is still worse than any other class in the game. the new feats do help a bit as there are more feats in the UA that add +1 to dex or wisdom and that will enhance the monk, but its not enough. i would make the monks unarmored AC formula 10+dexterity modifier+ proficiency bonus. to me that makes more sense than wisdom as it reflects your increased skill levels doing what you are practicing all the time. i would also make the monks save dc based on dexterity instead of wisdom. those two things would make the monk less dependent on so many ability scores. if you had a subclass of monk that was highly based on mysticism then you could use wisdom. the changes in the description of the monk in the UA make it clear they are moving away the mystical stereotype of the basic monk class. if that's the case why do they still need such a focus on wisdom for key monk features like save dc and armor class? my two cents.
You are the one who said Monk is broke, why are you asking us to tell you what's wrong with them and what the solutions are? Why don't you tell us what you think is wrong with the Monk and what your solutions are?
Hopefully it's something other than more Ki points.
Not entirely sure, I’m trying to figure out what people’s problems are with it (and if they have tried any solutions, how did it go?) and use that information before I start Homebrewing and Playtesting.
But I believe they struggle with all their abilities tied to one resource, and the different strengths of those abilities meaning that some will never really see the light of day (FoB vs PD/SoTW). In addition their action economy seems to struggle and they may not be tanky enough. I also reckon they don’t really play into the niche super well but UA9 will resolve that as far as I am aware.
I agree with you on the warlocks. I think that is changing for warlocks in one dnd.
I don't think any primary resource should be tied to short rests. However invocations and the strength of spells, particularly as you level up, puts them in a class higher then the monk. I am not a fan of any class being MAD including paladin and ranger but this discussion was for monks. As for barbarian, agree to disagree. They are designed to be tanks so you can make a great barbarian with just Con, strength and only 14 dex.
True Monk (5e Class), you can take all inspiration you want from this class of mine, ctrl c ctrl v it if you want too, just do your best, we are all trying(this class is probably unbalanced)
Ooh! This seems interesting, I’ll look it over!
There is no UA 9 coming, unless you mean the final product? I'm still trying to lean the lingo around here, since the only UA that I knew previously, was supplemental book in 2e.
They are getting UA9 as I, and Masterofki, misspoke and called it that. It was the 9th UA playtest, but was called UA8. There was the Bastions and Cantrips “DMG” UA between UA7 and UA8 for the PHB.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?