XaiJu
Treantmonkstemple
Treantmonkstemple

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My honest effort to fix the Monk

Mostly small stuff, but I think it adds up.

My honest effort to fix the Monk

Comments

Not necessarily, not at all. Since I will be out of D&D for a while (enrolled in two time intensive programs) it probably will be less effort to start slowly building my own Fantasy game framework looking forward to 2022/2023.

Glenn Wilson

The "fix" for martial classes is likely to make casters squishy again.

Treantmonk's Temple

Yes, but I fell into one of the pitfalls I warn of in this video

Treantmonk's Temple

Just this A$$'s 2 cents. If any class can claim to be as tough as a barbarian, it's the monk. There also the only 2 martial class with unarmored defense. So I'll never understand why the developers gave monks D8 hp and not D12 hp. I also think that not only should monks get simple, martial weapons, and "armor". But that martial arts should give a tavern brawler equivalent. Anyone who has seen a martial arts movie has see something that is not a weapon used as a weapon. And tie it to the monks martial arts die. Other wise great job Treantmonk!

mojosilver82

Oh, and… have you thought about “fixing” the martial classes or is Rune Knight the “way to go” to balance them against Casters? Honestly I almost think the closest balance was in 1974 era original D&D but the balance really hurt casters until very high levels for a plethora of reasons/rules..

Glenn Wilson

I would like to see the numbers of that versus this fix.

Glenn Wilson

This is a solid fix for the base class but not AL compatible so unless I start my own campaign in my own world (did so in 1974 and with AD&D/1st, what a lot of work,) not changing anything. Waiting to see what you do with subclasses…

Glenn Wilson

I like the changes, but I think Martial Arts die should scale as 1d4@1, 2d4@5, 3d4@11 and 4d4@17 because players role playing a monk should be mindful rolling their dice. Also, sad to see Standing Still go to the sidines (probably my favourite feature from ALL the variants).

Krakenbreath

Really great changes. Usually, monks are really rare at my table, but if someone wants to play it, I will probably use these changes. Now I want to see how you change the subclasses, because there are some horrible features there. Putting my bet in a dedicated spellcasting with Four Elements monk (kinda like Eldritch Knight and Arcane Trickster).

The changes are great. Having to be "forced" to increase dexterity and wisdom is harsh. So just focusing on dexterity is fair. I like the increase of unarmed damage as well as it represents monks kicking kneeing and not just punching. And while wearing medium armor is a nice option it is definitely not game breaking. I think the DC needs to be a choice between strength or dexterity like the battlemaster but perhaps wisdom also... With the option of medium armor, a player might leave dexterity at a 14 or 16. I love the stunning strike pool. Great fix. AWESOME What might be cool is KI/smite feature. You hit and you can spend a KI point to add one martial art die of extra damage. It's not OP.

DOUGLAS REYNOLDS

Didn't you do a TreantMonk Variant video for Monk?

Ken Livingston


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