mellored
Legend
Half casters now get their spells at level 1...Functionally, yeah, they’re a spell point based half-caster.
Half casters now get their spells at level 1...Functionally, yeah, they’re a spell point based half-caster.
Not in the 2014 rules. But that’s a good observation, and a good argument for Discipline Points at level 1! I’ll include that in my survey feedback.Half casters now get their spells at level 1...
Monks get access to unarmored defense in lieu of medium armor. Total AC works out about the same.
Surely if some combination of weapons and armor did not generally exceed the performance of being unarmed an unarmored, people would never have bothered with the stuff.
It seems to me like the basic "problem" here is that Fighter is just a much more conceptually broad and flexible class than Monk, which works within a much more limited theme. Under those circumstances they'd really have to put the thumb on the scale for Monks for a Monk, built towards pure mechanical optimization within the limited conceptual space of a Monk to not be exceeded a Fighter, similarly built around pure mechanical optimization within a much broader framework.
Now whether D&D should continue to have a singular, catch-all "Fighter" class covering so much of the "didn't fit in any of the other, thematically narrower martial classes" design space is another question.
My favourite weapon at level 1 was the good old sling. Lets be honest. Level 1 gets over fast.
I'd still love some upgrade. Maybe giving the option of dodging as a bonus action for free, when not wearing armor or using a shield. But that might be too good for spellcasters when multiclassing...
Maybe, when you take the attack action, you can dodge as a bonus action.
At level 2 you can pay 1 di point to dodge regardless of the action used. Would be in line with flurry of blows.
Part of the issue might be whether someone considers 6.5 points of average damage to actually be a "CRUSHING" difference, or just a standard difference of what a Fighter and a Monk could/should/would do.Monk, +4 mod
11th level: 3d10+12 = 28.5
- Spend ki for Flurry = +1d10+4 = 38
Fighter: Great Weapon Style = +1 per attack (approx), +4 mod, Greatsword (graze), Great Weapon Master, Charger.
11th level: 6d6+15 + 1d8 + 4 = 44.5 damage.
And what is considered built for good damage martials CRUSHES monks at level 11, even if they spend all the ki their little hearts desire.
And advanced mobility, so you can get your damage on the targets that might actually want to stay out of combat.Part of the issue might be whether someone considers 6.5 points of average damage to actually be a "CRUSHING" difference, or just a standard difference of what a Fighter and a Monk could/should/would do.
I personally do not see a Fighter doing 6.5 more points of damage more than the Monk to be that big of a deal... especially considering if I chose to play a Monk it was probably because of all the story and fluff reasons and not because I just wanted to be concerned with combat damage. But that's just me.
So if you don't use Nick, you can still use a quarterstaff and do 1d8 + 3, 1d6 +3 (14) . Versus a Fighter with TWF doing 1d6 + 3, 1d6 +3 (13).At level 1 the monk (without the nick exploit) is not doing more damage than the fighter

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.