Everywhere you look, people are suggesting different fixes for the monk but nobody agrees on the solution. from youtube to forums everybody is fixing them in a different way. You clearly see some want the monk to be a DPS, other want to keep it doing control of the battle field, some to use more weapons or even shields, some more hit points, etc, etc, etc, etc.
Depending on what you boost for defense (D8/Low AC/Low Ki/1 Bonus for everything) or for attacks (Advantage/more attacks/damage/control options) you could get a very different style of Monk, filling a different role depending how you make the build. And I am. sure I am forgetting more ways they can be modified.
so I think a unique list of fighting styles boosting one of their core options could be a great way of giving the only class that focus on unarmed strikes the opportunity to be more versatile that just a stunning striker (A one trick pony).
I would say they should do a mix of what they did with the Rogue (Cunning Strike),the Cleric/Druid (Divine order) and warriors (fighting style) to make something like a monastic (discipline/secret arts/epiphany) that give the monk a way to adjust as the player want without altering the Core class too much.
The idea I posted in the "Pugilistic Propositions" thread gave an idea about a Monk having Martial Arts Masteries that would make for a great deal of variation among Monks. But I'm going to re-do it a little so that it's not as radical as what I originally did. Just replace the Weapon Mastery feature for Monks with Martial Arts Masteries, and have them sort of match in how many you get compared to the Weapon Masteries that a Fighter gets.
I would say they should do a mix of what they did with the Rogue (Cunning Strike),the Cleric/Druid (Divine order) and warriors (fighting style) to make something like a monastic (discipline/secret arts/epiphany) that give the monk a way to adjust as the player want without altering the Core class too much.
What is altering the class too much? Do you want the class keep being weak so they can keep doing the same stunning strike trick?
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Everywhere you look, people are suggesting different fixes for the monk but nobody agrees on the solution. from youtube to forums everybody is fixing them in a different way. You clearly see some want the monk to be a DPS, other want to keep it doing control of the battle field, some to use more weapons or even shields, some more hit points, etc, etc, etc, etc.
Depending on what you boost for defense (D8/Low AC/Low Ki/1 Bonus for everything) or for attacks (Advantage/more attacks/damage/control options) you could get a very different style of Monk, filling a different role depending how you make the build. And I am. sure I am forgetting more ways they can be modified.
so I think a unique list of fighting styles boosting one of their core options could be a great way of giving the only class that focus on unarmed strikes the opportunity to be more versatile that just a stunning striker (A one trick pony).
These are probably bad designed but just ideas to give an example.
Fighting Style (or Discipline Style)
Etc, etc.
I would say they should do a mix of what they did with the Rogue (Cunning Strike),the Cleric/Druid (Divine order) and warriors (fighting style) to make something like a monastic (discipline/secret arts/epiphany) that give the monk a way to adjust as the player want without altering the Core class too much.
The idea I posted in the "Pugilistic Propositions" thread gave an idea about a Monk having Martial Arts Masteries that would make for a great deal of variation among Monks. But I'm going to re-do it a little so that it's not as radical as what I originally did. Just replace the Weapon Mastery feature for Monks with Martial Arts Masteries, and have them sort of match in how many you get compared to the Weapon Masteries that a Fighter gets.
What is altering the class too much? Do you want the class keep being weak so they can keep doing the same stunning strike trick?