Clint_L
Legend
So, I think I agree that deflect attack is too powerful in its current form. Reactions typically go unused, so you wind up automatically choosing to spend it on deflect attack whenever you get hit. And it makes monks very, very tough in most melee situations. Like, tougher than fighters, barbarians, and paladins, which feels like a problem because new monk gets unmatched mobility and pretty strong offence, too.
I would down-tune it to reducing damage by a martial arts die plus dexterity bonus. Adding the monk's level to the damage reduction makes it scale really well, but at level 10 I can basically count on eliminating 20 points of damage every round. That's REALLY good for the cost of a reaction (so, almost for free). And when you can combine it with patient defence and the extreme mobility offered by step of the wind, the practical result is that my monk almost never feels threatened - hard to hit, virtually impossible to score a critical upon, able to shrug off the first 20 points of damage, all but immune to AoE attacks (evasion), and able to escape almost any situation in a pinch.
I never thought I'd write these words, but right now playing a monk feels overpowered.
I would down-tune it to reducing damage by a martial arts die plus dexterity bonus. Adding the monk's level to the damage reduction makes it scale really well, but at level 10 I can basically count on eliminating 20 points of damage every round. That's REALLY good for the cost of a reaction (so, almost for free). And when you can combine it with patient defence and the extreme mobility offered by step of the wind, the practical result is that my monk almost never feels threatened - hard to hit, virtually impossible to score a critical upon, able to shrug off the first 20 points of damage, all but immune to AoE attacks (evasion), and able to escape almost any situation in a pinch.
I never thought I'd write these words, but right now playing a monk feels overpowered.