What To Do About the Monk | A Surprising Solution

Published 2023-07-21
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All Comments (8)
  • @xllvr
    Did not expect the Rogue subclass lol. I agree heavily with "mechanics before flavor" in terms of design philosophy. Also I don't think monk even has the excuse of flavor because most people's idea of a warrior monk and martial arts is close combat no weapons.
  • @9d1x
    I had this same idea, however I moved this idea over to the fighter. Given the extra attack, action surge, proficiency with weapons, just like we see in all the martial arts movies of these monk archtypes using weapons way more complex than Simple. I would've just made the Monk a subclass and gave other classes certain features from the Monks current subclasses. Give the Rogue or Ranger shadowstep. Give the Way of Open hand abilities to the Barbarian who should be able to knock people 30 feet away with in enraged punch or weapon attack. As far as monk as a subclass for Fighter. The weapon choice adds an AC bonus when using a "monk" class weapon. This number increases based on the weapons quality. Legendary giving +3, rare giving +2, etc. Your bonus attack still acts as an extra attack or DP flurry of blows. Me personally, I would make this not resource dependent. Still have the slow fall and arrow catching at different levels. Basically just all the monk basic feats, now tied to a Bread n Butter class. Kinda like how they did the samurai.
  • @bren4020
    The monk has always struck me as odd, as most classes give options to build the character in all different ways. Monks have a few subclass abilities that change things a bit, but regardless the build will probably revolve around punching
  • @truesightrpg
    Was all in for the initial hot take of no Monk class, had to double take at Rogue, but you drove it home with sound points. It would be kind of a shame to lose Monk subclasses, but the issue with cool concepts like Way of Shadow is that they can never overcome their weak chasis. Having a better Monk while sacrificing flavor wins that wind up hurting the player mechanically is a net gain. Could honestly see myself using this as a homebrew solution. Cool video!
  • @9d1x
    Roll'd a Natty 10. We'll try in a different video durty.
  • The scrap class idea is terrible i want more class in 5e not less class that pidgeonhold playstiles in subclasses, there are tons of ways to make the monk class feel fun and good, also rogue? The class that is build to make a single good attack per turn making the fantasy of of the class that it's most iconic feature is a "Flurry of blows". To make monk good you just need to actually try. 1)they are a combat class, no need to make them a d8 hp, make them a d10. 2) make them durable and the AC feel good, and completely discard Wis, for example say that that they add proficiency bonus to their AC when they don't wear an armor, also being the best at Saving Throws was always kinda their thing so make diamond soul a lv6 abilità an the 13lclv one give them expertise in all saves. 3)design feats that interact with unarmed attacks in a meaningful way. 4)give them a good alternative to them just not "taking always the atrack action each turn", but that is real for any martial. 5)give them reasonable ability that don't rely on ki points. BG3 has a monk that is leagues better than 5e, is not that hard. Edit. Not the be the mandatory "pf2e did it better" post, but really. Pf2e monk is great and fun, you can use it as an inspiration for a redesign.
  • @brucecurtis9368
    Geez! Just drop the stupid Ki points. Weak feats are free, medium are PB/short rest, strong feats are PB/long rest. Also allow martial weapons. Done!