Chaosmancer
Legend
It might be too powerful in the sense that I was growing concerned that I was giving the Monk too much at level 1—it's hard to judge how many features are too much and how many are just right.
I was also trying to keep in mind multiclassing. Now, I'm personally a fan of multiclassing-friendly features, but providing too many (and too good) features at level 1 runs the risk of making your class an automatic dip for a lot of builds. Is taking 1 level of Monk better than spending an ASI on Mobile? (Assuming that feat survives into OneDnD.) I dunno, but pushing some features into level 2 ups the opportunity cost and reduces the risk of multiclassing shenanigans.
We had this conversation before, and I think the answer is no. There is basically NOTHING in level 1 monk that appeals to anyone who would want mobile. Monks are very hard to multi-class in general.
Different strokes for different folks and all that. I liked that Weapon Masteries have the potential to give your Unarmed Strikes interesting properties that, unlike grappling and shoving, don't reduce your damage while using (and don't limit you to one subclass if you want interesting properties AND damage, per your Open Hand suggestion). It also gives the Monk more versatility, and I like options.
Yeah, I can see the appeal. I'm just moving the weapon masteries out and into a different more versatile system right now, so it is easy for me to not include them.
I agree that it needs playtesting to see if this idea is viable. Everything I have done here is all theory.
Martial features are far too limited, especially ones with really restricted use—like Monk Ki. Martial powers tend to be less powerful then spells and more restricted, which... limits fun, fantasy, and flavor. They should be less powerful and usable way more often, or be about balanced in power and use. Personally, I lean toward the opinion that martial powers should be recharged at the beginning of each encounter, and I tried to emulate that here. 8 might not be a good cap, but I figured it was balanced out by the Monk basically being guaranteed a full 8 every encounter—needs tweaking for sure.
Maybe I misunderstood then, but your proposal doesn't give them the full 8 every encounter. You can do a five-minute meditation... but only twice per day. Which are the same number of assumed short rests in the original design. Now, obviously, you've made the short rest easier, but if you want to simply recharge it per fight it would be better to simply say that monk's can use five minutes to restore all ki, with no daily limit.
I view Monks as strikers and skirmishers, so I leaned into more damage and less defense in this proposal. I think this suggestion accomplishes that, but it is just a theory build. (That said, it changes Monk damage very little since they already get a d6 for their Martial Arts die now anyway, and the few Monk weapons that let them use a d8 only boost DPR by 1 per hit.)
Well, like I said, this only helps early on. From levels 1 to 4, the monk can use the d8 instead of their d6. But after level 5 it is a d8 instead of... a d8. No change. And by level 11-ish it would be worse, dropping from a d10 to a d8.
And monk damage is absolutely not an issue from levels 1 to 4. It is from levels 5 and up that monk damage needs examined. So your suggestion doesn't address the pain point, it just gilds the early lily.
Very interesting. I think your suggested change for Flurry has a lot of potential. Maybe it can be a scaling feature—at higher levels you can spend more Ki for additional punches? Maybe not necessary, but I think the idea is worth exploring.
As for making Patient Defense a Reaction rather than a Bonus Action, it would see more use at my tables if that were the case, while also giving certain Monks decision paralysis about what to do with all of their options for Reactions.
I think the paralysis would be less, not more. Even at higher levels the choice would be "do I catch this ranged attack, or patient defense" but in melee, there is only one option. Now, maybe a player could want to save their reaction, but that is simply always going to be true.
The idea of more ki allowing a storm of punches is nice. Probably would need severe limits, but nice.
I cannot plan for every possible variant of the rules, just the standard rules, when speaking to a mass audience.
Oh yeah, I don't expect you to, but I was going over all your proposals and it seemed rude to skip one just because it didn't apply to me. So I made a note.
I think these are pretty good fixes for Open Hand, if the Monk were to move this direction.
I don't have much time to work on class revisions like this, but if I get free time I'm curious to see what I'd come up with if I incorporated some of the ideas from this conversation. Most of all, I really like your suggestion of having Flurry add an attack to your Action, rather than your Bonus Action.
I keep meaning to continue refining my own version of the monk, but free time is something that is slipping away from me.