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So Monk is the one class we didn't get a prior UA for, which means all the changes are totally new. I'm still wrapping my head around it. Martial Arts die increase: good. Martial Arts die not affecting weapons: bad. Step of the Wind buff: good. Stunning Strike nerf: bad but reasonable?

I feel like they knew Monks needed help, but it doesn't really seem like they made as much effort to fix that as I think they really needed to. Anything I might be missing that saves the Class here?

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[-] ceban@kbin.social 1 points 1 year ago

I'm underwhelmed and disappointed by the changes to the base class.

However, the monk actually works fairly well as a hit and run skirmisher now without having to rely on the Mobile feat or sacrificing damage with patient defense or step of the wind, thanks to the subclass abilities.
Shadow can rely on Darkness to move away without getting hit. Elements gets reach. Open Hand got shafted, since Addle rely on saves to be able to safely move away.

Monks still have too few Dicipline points until around level 7-8.

Monks are still very MAD. They need Dex, Wis, Con. Add in Str if they want to grapple.

Increased martial arts die is a good change. Too bad it no longer applies to weapons.

Access to mastery is "alright". Vex is probably the best option. I don't think the other options available to monks are very useful, unless the monk gets access to two weapon fighting style for Nick. The fact that monks can't apply mastery to their unarmed strikes is a huge missed opportunity imo.

Stunning strike nerf was needed, but maybe they nerfed it too hard. It used to last until the end of the monks next turn, now it lasts until the start of the monks next turn. Maybe limiting the attmepts to once per turn is enough?

Hightened metabolism is ok. But it's weird how they attempt to get rid of and solve short rest mechanics when a easier fix would just be to shorten short rests. When you get access to this, the Dicipline point problem is mostly over anyway.

Self restoration as a bonus action instead of a action is alright, even if it's pushed back to level 10. Better hope you can still use your bonus action when subjected to those conditions. Why not make it a reaction when subjected to those conditions? And why did monks lose their immunity to poison? I loved that.

What would I change? I'm not sure but here are some suggestions. They are probably not balanced.

Sever the ties to "east asian" monks completely and remove reliance on WIS.
Monk Save DC should be based on Dex, Unarmed defense should be 10 + Dex + Con, Monks are no longer MAD. I don't think this will happen, but it will solve a lot of issues IMO.
More Dicipline points in the early levels. They should start with at least 4 at level 2.
Allow Monks to use their Dex for Jumps and Grapples.
Martial arts die should also apply to weapons. Monks should be able to apply some of the masteries to their unarmed attacks.
Stunning strike. Since Stun is too good, rename the feature and have it apply another condition, like Daze or Incapacitated. Maybe make it only cost Dicipline if the effect actually works.
Hightened metabolism. Since they refuse to shorten short rests to like 10-15 min, make this usable twice between long rests.
Self-Restoration. Make it a reaction when subjected to the conditions. Maybe add a Dicipline cost.
Give back poison immunity.
Open Hand Technique should be able to be used with all unarmed strikes, not just from flurry of blows. Addle should not require a save.

[-] dumples@kbin.social 1 points 1 year ago

Hightened metabolism is ok. But it's weird how they attempt to get rid of and solve short rest mechanics when a easier fix would just be to shorten short rests. When you get access to this, the Dicipline point problem is mostly over anyway.

I think getting heightened metabolism at 5th level would solve a lot of problems. It would allow for early monks to get another quick rest to recharge at low levels when it's needed the most. I would move stunning strike to 7 to use it when there's enough points to go around. This will get players more uses of their non stunning abilities without them feeling like a trap options

[-] KurtDunniehue@ttrpg.network 1 points 1 year ago

I never really like the idea of using two stat bonuses calculating your entire AC in 5e. It's a holdover from earlier editions, when getting stat boosts through stacking bonuses from magic items, spells, and potions would allow for very high scaling.

There's a clear direction from all the rewritten subclasses, in that each one contains a method of either pushing away your target when you hit them in a variety of ways, or providing clear ways of disengaging from melee. Maybe this should just be placed in the base class, that 1/turn any Monk gets to push a target away that is struck with an unarmed attack, like the 'Shove' feature of the Tavern Brawler feat? Or maybe just giving Monk the 'shove' weapon mastery to all unarmed attacks, and the Monk gets to add other specific masteries as they level up?

this post was submitted on 30 Jun 2023
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