Xeviat
Dungeon Mistress, she/her
Hi everyone,
I'm going to preface this by saying that I haven't had the luxury of seeing a monk in high level play, so take everything with a small pinch of salt.
Half of playing D&D, for me, is modifying things. I've done it since my 3rd or 4th session of 3E when the barbarian was outshining the ranger at almost everything. I also don't like for a character's role to drastically change in the game without its player making a choice.
The high level monk currently worries me. It seems that all of the other non-primary spellcasters get something at or around level 11 to boost them up. Barbarians start getting Brutal Critical and get like an etra round of fighting. Fighters get a 3rd attack. Paladins get to add radiant damage to all their hits. Rangers get multi-attacks or extra beast attacks, Rogues keep on getting sneak attacks (they're my ideal, as they grow smoothly). Heck, even warlocks and other casters get a cantrip buff.
Monks get another +1 damage per attack (compared to the Paladin's +1d8) and either 1/day sanctuary, limited invisibility (could be used offensively for advantage), or some 3rd level spells known (and no extra ki to cast them). Your amount of Ki is so high that you could flurry on every single attack and still have plenty left over for more.
At 2nd level, the monk is doing something like 1d8+3+1d4+3+1d4+3 (18.5) for 1 ki point (or 1d8+3+1d4+3 without; or 13) compared to a fighter's 2d6*+3 (11.3, plus 1 surge) or a rogue's 2d6+3+1d6 (13.5) constant (plus maybe assassinate). They're all pretty even.
At 11th level, the monk is at (1d8+5)*4 (38) with 1 ki (28.5 without), compared to the fighter's (2d6*+5)*3 (40) or a rogue's 1d6+5+1d6+6d6 (33). The monk is now a smidge behind the fighter, even when spending a resource, while the fighter still has their surge to fall back on.
My thought was adding a new option to Ki at or around 11th level (possibly shift some things around; the "improved unarmored movement" at 9th level is pretty minor). Something like this:
I have it costing 3, instead of just 2, so that it is less efficient. I'd want Monks doing something other than stunning fist with every single attack. But would this just make them nova and dump all of their Ki even faster?
Thanks for your thoughts. How do mid level monks play? Do players seem to mind their role shifting from a damage dealer to a crowd controller? Or do mid level monks still dish out the damage?
I'm going to preface this by saying that I haven't had the luxury of seeing a monk in high level play, so take everything with a small pinch of salt.
Half of playing D&D, for me, is modifying things. I've done it since my 3rd or 4th session of 3E when the barbarian was outshining the ranger at almost everything. I also don't like for a character's role to drastically change in the game without its player making a choice.
The high level monk currently worries me. It seems that all of the other non-primary spellcasters get something at or around level 11 to boost them up. Barbarians start getting Brutal Critical and get like an etra round of fighting. Fighters get a 3rd attack. Paladins get to add radiant damage to all their hits. Rangers get multi-attacks or extra beast attacks, Rogues keep on getting sneak attacks (they're my ideal, as they grow smoothly). Heck, even warlocks and other casters get a cantrip buff.
Monks get another +1 damage per attack (compared to the Paladin's +1d8) and either 1/day sanctuary, limited invisibility (could be used offensively for advantage), or some 3rd level spells known (and no extra ki to cast them). Your amount of Ki is so high that you could flurry on every single attack and still have plenty left over for more.
At 2nd level, the monk is doing something like 1d8+3+1d4+3+1d4+3 (18.5) for 1 ki point (or 1d8+3+1d4+3 without; or 13) compared to a fighter's 2d6*+3 (11.3, plus 1 surge) or a rogue's 2d6+3+1d6 (13.5) constant (plus maybe assassinate). They're all pretty even.
At 11th level, the monk is at (1d8+5)*4 (38) with 1 ki (28.5 without), compared to the fighter's (2d6*+5)*3 (40) or a rogue's 1d6+5+1d6+6d6 (33). The monk is now a smidge behind the fighter, even when spending a resource, while the fighter still has their surge to fall back on.
My thought was adding a new option to Ki at or around 11th level (possibly shift some things around; the "improved unarmored movement" at 9th level is pretty minor). Something like this:
Improved Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make three unarmed strikes as a bonus action.
I have it costing 3, instead of just 2, so that it is less efficient. I'd want Monks doing something other than stunning fist with every single attack. But would this just make them nova and dump all of their Ki even faster?
Thanks for your thoughts. How do mid level monks play? Do players seem to mind their role shifting from a damage dealer to a crowd controller? Or do mid level monks still dish out the damage?