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7 months ago  ::  Nov 16, 2012 - 9:45AM #11
Surrealistik
Date Joined: Jul 17, 2010
Posts: 639
@ Fimbria: What's to say that in the future (presumably when TWF is worth a damn), the person who specializes in TWF won't get  a return on investment that compares favourably even with the monk?

I agree frontloaded monk features without class level restrictions could be a problem, but as I recall, the design team intends to address the issue of dipping.


@ Cyberdave: I actually agree that scaling unarmed damage with level might be a good idea. Though Mearls claims unarmed damage scales naturally with FoB's bonus damage, this has _nothing_ on the extra attack fighters get at L6; I don't think situational immunities, which again are boring, quite compensate for this difference. I'd be fine with incremented unarmed damage dice and/or additional interesting features (like my proposed Ki Disciplines linked in the OP).
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7 months ago  ::  Nov 16, 2012 - 11:47AM #12
itworks
Date Joined: Sep 22, 2012
Posts: 20

Nov 16, 2012 -- 9:45AM, Surrealistik wrote:

@ Fimbria: What's to say that in the future (presumably when TWF is worth a damn), the person who specializes in TWF won't get  a return on investment that compares favourably even with the monk?

I agree frontloaded monk features without class level restrictions could be a problem, but as I recall, the design team intends to address the issue of dipping.


@ Cyberdave: I actually agree that scaling unarmed damage with level might be a good idea. Though Mearls claims unarmed damage scales naturally with FoB's bonus damage, this has _nothing_ on the extra attack fighters get at L6; I don't think situational immunities, which again are boring, quite compensate for this difference. I'd be fine with incremented unarmed damage dice and/or additional interesting features (like Ki Disciplines in my OP proposal).




I think that Monks do not need scale their unarmed damage, ED do it well. And with respect to L6 extra attack of fighter Monks get Wholeness of Body (that can heal 20-30hp in 6 level) and Stunning Strike which problably, more or less, balance monk (if not simple increase the number of Ki uses per day).



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7 months ago  ::  Nov 16, 2012 - 12:00PM #13
Fimbria
Date Joined: Apr 9, 2012
Posts: 220

Nov 16, 2012 -- 9:45AM, Surrealistik wrote:

@ Fimbria: What's to say that in the future (presumably when TWF is worth a damn), the person who specializes in TWF won't get  a return on investment that compares favourably even with the monk?



When that happens, I'll have no further objections.

(But I'm keeping an eye on that two-fisted brawler build.)

That's a great ki system, by the way. With ki powers like that, you could dress up a monk in weapons and armor and still recognize it in the field. Thumbs up.

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7 months ago  ::  Nov 16, 2012 - 2:08PM #14
Surrealistik
Date Joined: Jul 17, 2010
Posts: 639
@ Fimbria: Thanks.

@ itworks: FoB's effective extra 2d6 at level 6 doesn't quite compensate for 1d12+mods, even with Stunning Fist and Wholeness of Body (which themselves are boring and lacklustre) factored, not to mention the extra maneuvers Fighters get.

Also, not sure where you're getting your L6 Wholeness of Body numbers; the amount it restores is only 8-10 (6 + 2-4 ; level + Wisdom modifier). Do you mean in total? 24-30 HP regained (probably less than your max HP at that point) at the cost of all your daily resource Ki and three actions isn't particularly impressive, even if it doesn't demand your hit dice.
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7 months ago  ::  Nov 17, 2012 - 9:19AM #15
YouKnowTheOneGuy
Date Joined: Feb 19, 2012
Posts: 772
I like the notion of ki refresh and ki burning. I think the monk's fists could get to d8 when the fighter gets his second attack. It's not anywhere equivalent, but it seems like a reasonable place for a damage boost.
"What's stupid is when people decide that X is true - even when it is demonstrable untrue or 100% against what we've said - and run around complaining about that. That's just a breakdown of basic human reasoning."
-Mike Mearls
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7 months ago  ::  Nov 17, 2012 - 9:07PM #16
Surrealistik
Date Joined: Jul 17, 2010
Posts: 639
Yeah, I had updated the unarmed damage increment to occur at level 6.
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6 months ago  ::  Dec 01, 2012 - 10:02AM #17
Surrealistik
Date Joined: Jul 17, 2010
Posts: 639
Bumping for posterity.
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6 months ago  ::  Dec 08, 2012 - 8:11AM #18
Tectorman
Date Joined: Feb 20, 2007
Posts: 946
They reinstituted the alignment restrictions?  By all that's rational and good, I thought we were past this crap.

I mean, unless 5E is going to define "lawful" in this game as disciplined and nothing else (such that I could play a character who was disciplined but otherwise met or exceeded every previous edition's definition for chaotic and still be considered lawful), then this is a horrible idea.

We're already strapped for cash and shelf space.  Stop giving us reasons not to buy this game.   
I've finally figured out how to put in a sig.  Yes, I'm including this here for no other reason than to express how happy I am that I could finally do this.  For goodness' sake, change these forums back (or just change, I don't care).
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6 months ago  ::  Dec 10, 2012 - 12:41PM #19
Mand12
Date Joined: Jun 17, 2010
Posts: 16,931
It's worth pointing out that today's L&L article indicates that the strict alignment restrictions won't be staying.
D&D Next = D&D:  Quantum Edition
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