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So Monk is the one class we didn't get a prior UA for, which means all the changes are totally new. I'm still wrapping my head around it. Martial Arts die increase: good. Martial Arts die not affecting weapons: bad. Step of the Wind buff: good. Stunning Strike nerf: bad but reasonable?

I feel like they knew Monks needed help, but it doesn't really seem like they made as much effort to fix that as I think they really needed to. Anything I might be missing that saves the Class here?

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[-] eerongal@ttrpg.network 7 points 1 year ago

Saw a comment yesterday that really rung true to me about monk: "We finally have a versatile, interesting monk! .....All it took was for it to be a bard subclass" (referring to the college of dance, which gets unarmored defense and unarmed strikes)

On a serious note, though, overall the monk is pretty bleh IMO. It nerfed the monks strongest ability (stunning strike), which was not unexpected, but it gets little in the way to make up for it, which i feel is going to leave the monk behind overall.

At least 4 elements looks like it could actually be fun, now.

[-] dumples@kbin.social 2 points 1 year ago

The new 4 elements looks awesome. The ability to switch damage types will be super fun to avoid resistances and pile on vulnerabilities which really supports team play and in game research which I love. I love the crown control with the push and pull on these strikes at 10 ft. which is also a great teamwork play.

[-] ceban@kbin.social 1 points 1 year ago

For me, the fact that the reach of unarmed strikes increase by 10 ft is enough for me to be interested.

[-] dumples@kbin.social 1 points 1 year ago

Same. Extended reach with elemental damage for 1 discipline point. Count me in

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this post was submitted on 30 Jun 2023
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