#Seba's Martial Classes Rework

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wintry flame
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Seba's Martial Classes Rework

wintry flame
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MONK
My favorite class, the one that started all of this. At first the idea wasn't to make it stronger, but give it more ki points and MANY MORE ki features to choose from. Years later I said "fuck it!" and upgraded its power. This class defined the structure I'd use for the rest.

This class' theme revolves around mysticism and martial arts, allowing you to specialize in unarmed (meant for dps), grappling (meant for CC) or armed (meant for defense). Then you unlock Ki points and ki features (which behave like a hybrid between maneuvers and invocations). To compensate a bit for the increase on ASIs, their damage no longer scales with Dexterity for melee attacks (consider this will apply to finesse weapons too). Also, they can't expend ki or benefit from any ki feature if you don't have the benefits of your Martial Arts.

https://homebrewery.naturalcrit.com/share/HJys_qVgDJdo

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FIGHTER
This one was tough, because I wasn't able to capture the essence of the class at the start, until a friend helped clarifying it, along with the rogue one.

This class is meant to be a mundane warrior, aka, the one class without magical abilities on their own. How do they compensate that? They become a combat specialist, as well as a combat generalist.

How can they accomplish it? They become competent with every armor and weapon, as always. They gain a tool proficiency for good measure, which demonstrates their flexibility and keen mind. A Martial Background to capitalize on a combat style/tactic and out of combat/roleplaying feature. They also gain Combat Superiority to represent their mastery on the art of combat. With this, they have a lot to personalize their character with.

To accompany that, they have various features to help them push their limits and adapt to the situation.

Previous ver.:
https://homebrewery.naturalcrit.com/share/Mfm047ZBQP-_

Current ver.:
https://homebrewery.naturalcrit.com/share/IgYlBcKRHPOG

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BARBARIAN
I got tired of the "ARGH, ME ANGRY!" concept this class was based upon, so I gave it a twist. They are primal warriors, meaning they answer the call of their instincts and emotions, instead of their reasoning. I was heavily inspired by the show Primal for that.

Thus, they gain many features that call on their more bestial/primal side, like Adrenaline, Frantic, Strong Scent and Growth Spurt. At the same time, they are savage fighters, they have to so that they can survive in such a harsh world. Thus they have the Adrenaline and Frantic features, which makes them more powerful the more hurt they are.

No longer limited to Strength attacks, only to melee weapon attacks.

https://homebrewery.naturalcrit.com/share/yfAcMViuAcug

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ROGUE
This one's a doozy. The criminal focus is not intact, I tried to keep some of it, but push the theme towards luck. You are a talented individual that can use luck in your favor to get away with whatever you want. I also wanted to make something really different with it, so I made it noncombat oriented. That's right, a martial class whose role is not to shine in combat, but in everything else.

How did I do that? By giving them Talents, a feature which they can use to improve their odds at various tasks they try. They are also a very adaptable class, they have multiple skills proficiencies, an expanded tool prof list, they later gain an additional skill prof (which they can change every long rest), and their expertise was moved to 3rd level (in exchange they can use it for any tool prof they have). I also expanded its Cunning Action a little, which later allows for the use of certain consumable magic items, as to give it some leisure during combat.

https://homebrewery.naturalcrit.com/share/n2tYW7RfrS6T

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So far that's all I can show you. At some point I will add a subclass to the others.

wintry flame
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@torpid bobcat
Excuse me, could you please pin these messages in order for me?

torpid bobcat
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Sure, on it

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That look right?

wintry flame
torpid bobcat
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sure, can do but yeah that'll be in the reverse from how discord normally pins

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so if you add anything in the future and have it pinned it'll be at the top

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@wintry flame that look right now?

wintry flame
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It's perfect now, thanks

hazy laurel
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Checking the monk rn

wintry flame
hazy laurel
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Ayoo

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I see a fan of martials, I can't past the opportunity to check the homebrew

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I finished the base monk, it feels a bit empty tho?

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And it has 9 ability score improvements?

wintry flame
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Yeah, just as a heads up I became really crazy and decided to make this silly stuff. I was getting frustrated with the martial experience and I went on to make big changes.

hazy laurel
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SO, you might like my monk

wintry flame
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I will check it as I get time

hazy laurel
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I also went a bit crazy with it

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Not 9 ability scores crazy

wintry flame
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Today is heavy because I have a test tomorrow

hazy laurel
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Yeah no hurries

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good luck with that

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I'll leave it here and keep checking your stuff

wintry flame
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Send it Private too, so I don't miss it

hazy laurel
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Got it

wintry flame
# hazy laurel I finished the base monk, it feels a bit empty tho?

To answer this. The reason for this is the increased amount of ASIs. My last step in this rework is expanding on feat selection, not so much as in combat feats, but with more interesting adventuring and roleplaying ones. I already have combat feats (for martials) settled with a system called Martial Techniques, so you get a half feat to increase one physical stat and you get a MT which further customizes your combat performance. And you can choose several with increasing tiers. It's another chunky system.

Besides that, monk's chunkiness comes from Ki features. They are like 50 options, so... Yeah.

hazy laurel
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I get what you are saying

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and I'm not one of em math folk, with their shiny tables and calculators

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but I do feel like 9 ASI might be a lot if left unatended

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I maybe you could change it so some of the levels are strictly feats?

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and not ASI

wintry flame
wintry flame
wintry flame
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@hazy laurel
I read your monk rework.

hazy laurel
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Wh-what?

wintry flame
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So, if you want my opinion on how I would have done it, here it is:

  • Versatility is Key. Tho I like it, it shouldn't be handed at 1st level, it's an incredibly strong ability. To fill this spot, I would give them an ability like the other two, but related to treating illness: medicine, nature, and sleight of hands checks.
  • Patience Defense. The additional effect could be simplified to "While you have the Dodge benefits, you can use your reaction to make a melee weapon attack against a creature that misses you with an attack." However, I'm not personally fond of this ability.
  • Step of the Wind. I happened to see a really cool version for this, it combined Dash and Disengage into a single action, and tripled your jumping distance. By the way, you don't need to say you can't end your movement inside another creature, that's just regular rules.
  • Quickened Healing. I actually like this one, but personally I would make it function the same as Song of Rest, the difference being it applies to any rest where creatures spend Hit Dice (in case they are playing with the variant rule), but them needing to meditate for half an hour in order to receive the benefit at the end of it. (Upon reading on the improved version, it might be fair to keep the once per long rest restriction).
  • Arts of Battle. Versatility is Key should go here. Some wording can be cleaned up, but I won't go over that this time.
  • Evasion. This is just a side note, from the same brew I read, they buffed Evasion to cost a ki, but it worked with any kind of save to resist damage.
  • Stillness of Mind. I just make them spend a ki at start of turn, no action.
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  • Improved Movement. You know? For just 2 ki points at the end of a long rest for a permanent freedom of movement spell, that is too much. There are many other ways you can tackle this, like letting them cast it on themselves for 4 ki points, giving SOME of the spells benefit by spending an adequate amount of ki points which last until you rest, or even let them ignore difficult terrain when they Dash for free.
  • Mind Palace. Prof in all saves is strong enough to not need an additional feature. Specially since immunity to Charmed and Frightened take away one of your unique abilities.
  • Timeless Body. My only nitpick here is that you take away their iconic "old man that actually beats your ass with kung fu" image, because you don't age.
  • Empty Body. Why the increased cost in astral projection? And personally, I would reduce the regained amount, seems a bit excessive. You could also change it to a small amount every turn.
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That's my appreciation on the core class

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I might check the subclasses another time

hazy laurel
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It wasn't there originally

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Why don't you like patient defense's thingy?

wintry flame
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I have to say, I have been playtesting my current version of monk (one of my players) and despite how I miss that extra attack as bonus action, watching them last hitting the bosses with their Vital's Hit is so satisfactory

wintry flame
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More often than not, I like it better when the player has to choose their strategy, sacrifing one approach for another. For instance, you either charge in with 4 attacks, or do 2 realiable ones and hold your ground with a Dodge.

hazy laurel
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Yes but, ideally, my monk wants to move around and hit as many enemies as possible on a turn

wintry flame
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Which is fair

hazy laurel
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The theoretical difference with the usual playstyle is which made me add that mini attack for the player that was playtesting it

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And more often than not, it was still an important strategic decision

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I do like the evasion you suggest

hazy laurel
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But song of rest is not really a used ability due to the scarcity of short rests people take

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I had this monk and a hexblade on the same party and still they wouldn't take short rests until it was extremely needed

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So, this being a bit more strong is an incentive to short resting

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It worked intermittently

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Which is more than what I can say about song of rest btw)

hazy laurel
hazy laurel
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I thought that was unnecessary but, might have overlooked it

wintry flame
# hazy laurel I had this monk and a hexblade on the same party and _still_ they wouldn't take ...

I feel that. But lately I have learned a few things. I have to manage my resources better if a party doesn't take as many short rests, forcing my hand to spend 1 or 2 ki points per encounter or 1 maneuver (which means not doing anything for the vast majority of the fight, but not for three consecutive fights, still hurts). Stand our ground and force the short rest, otherwise they have to understand I will be death weight for them (if they force your hand, next fight do nothing, stand far away from the danger).

I understand when there's a narrative time limit, so each short rest means failing or dying entirely, that's a special case.

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And when I mean lately, I mean like just now

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So I haven't been able to put it in practice yet

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I did share this thought with my partner monk (double monk party members, yeaaaahhh, baby!) and we plan on doing that.

hazy laurel
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Dual monks sound fire! people are so scared of playing the same class

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There's this idea of having to fulfill every "role"

wintry flame
hazy laurel
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Yeah, 5e sometimes feels like english

wintry flame
hazy laurel
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"we have this rule that works this way! except in the many many cases where it doesn't"

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There are a lot of weird wording choices in many places

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I'm making my own system (very very simple low magic system) and it's so much easier when you just say what you wanna say

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Instead of findind weird ways around it

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"you may deal additional damage equal to your proficiency bonus"
"Add proficiency to damage"

wintry flame
hazy laurel
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fair

wintry flame
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And frankly, after finishing a long rest seems like a missed opportunity

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If it only lasts 1 hour

hazy laurel
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It says between long rests

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It's not immediatelly after you finish a long rest

wintry flame
# hazy laurel I'm making my own system (very very simple low magic system) and it's so much ea...

In my case, I'm rewriting some and adding other rules in a single place. That way I can streamline wording and make these rules easier to find. I am placing some of those rules inside these separate brews, cause as long as people doesn't have access to it... People barely open many brews at once, and I don't feel like posting additional content when the review is focused on this one thing, you know?

hazy laurel
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Ye ye

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I getcha

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I was gonna suggest

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have you though of making vital's hit -pb +2xpb?

wintry flame
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I personally avoid PB scaling features

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And -5/+MA+Wis works rather nice mathematically

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And it also crits

hazy laurel
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I do think your martial arts thingy are very very clean

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Fighting style

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that

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I really really like them

wintry flame
wintry flame
hazy laurel
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All other features seem fine, can't really give you an indepth look on ASI

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Diamond soul and your enlightment might get stolen...

wintry flame
hazy laurel
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I don't think I can give ya feed back on the 20 pages of extra stuff

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but I did skim over the rest

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the ki features

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Do you want to move over to the Rogue?

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We can exchange rogues

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Btw, if you want more people here, a small advice I can give ya is that, if you have other people you regularly interact with on the server, you can usually just ask them to check your stuff out

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Maybe ask for notes on a lighter class than the monk

wintry flame
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To be fair, all other classes do be lighter

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I was concerned on core class after all

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And I can't say I have someone I usually interact with

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Or at least, people that would be interested in the project

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Someone DMed me about martials rework, so there's that

wintry flame
wintry flame
hazy laurel
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if you check my weapon's rework

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(You might be interested in checking them, the idea is also to help martials in a more broad sense than class specific features)

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I'm a sucker for siege damage

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I love breaking stuff

hazy laurel
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I'll probably review it tomorrow, I gotta go sleep now

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I've been listening to King Julien singing As the word caves in on repeat for the past 2 hours and I'm going mad

wintry flame
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Good night

wintry flame
wintry flame
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One of the things I still haven't figured out, the right amount of Talent Pool and how many you can expend on a single go.

scenic totem
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putting in a comment here so I'll remember to view it later; prepping my session now

wintry flame
scenic totem
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there are aspects of my brew being tested, but it's for an established campaign so I don't wanna give them wholly experimental stuff

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those aspects are already quite popular, so

shell hound
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okay ima keep it real

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Ummmm the assassian is just bland and uninteresting

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its either the type of think that is too strong or literaly a dead feature

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yk

hazy laurel
shell hound
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Probs

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yeah i did lol

hazy laurel
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but you're right, upon playtesting it was kinda bland

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Seba's subclasses are pinned

shell hound
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Bad luck always strikes at the worst possible time, unless it happens to someone else.

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I like it though the removal of the dodg tanking hurts imo

shell hound
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It makes sense dont get me wrong but it feels disjointed i feel

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good shit tho

opal radish
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Doing a read-through of these now

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Btw, there are a bunch of neat changes I'm super into (Like super speedy unarmored movement, or ki is wis + levels), but I'm gonna withhold that for now so the critiques are in one place

opal radish
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Monk

Core:
Martial Arts:

  • Tweak the wording of "In addition to your grapple and shove attacks," this implies that you already could use dex on these rolls.
    Fighting Style:
  • It's odd that Grappling Style is entirely based on strength, when nothing else in the class is
  • Unarmed style feels vastly superior to grappling (Since grappling is fairly weak inherently) and notably strong than weapon style. Not to mention, the damage from it was buffed.
    Ability Score Improvement:
  • Yo wtf...
    Inner Strength:
    Vitality Steal:
  • I love options, but I think that this begins bordering on difficult to keep track of. You need to consider max HP on both enemies and allies, duration, and remembering to use the effect each turn, on a class that has lots of ways to modify its attacks and things to do on each turn. I'm not entirely against this, but I'm worried about playability.
    Roaring Nature:
  • Out of all of the options, water feels the weakest consistently.
    Elemental Stance/Elemental Manifestation:
  • Can these elemental abilities (Water, earth especially) just be conjured anywhere? I think it's interesting if your ability to use them is based on the proximity to the element. I don't know how big of a nerf that would be, but it would also make sense that you can't summon a stone pillar on an airship.
  • Very small, but I'd change Rocky Strike to just bludgeoning - Wherever you can remove unnecessary complexity here would be helpful
    Primal Stances:
  • I read earlier that you want to buff the class overall, but damn... these are busted AF.
  • Flame stance reflect damage is annoying to keep track of each round IMO
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Drunken Master
Tipsy Sway:

  • Drunkards luck is super cracked - It's effectively free disadvantage against all attacks for most turns.
    Redirect Attack:
  • Redirect attack feels like it should still be part of Tipsy Sway, its not impactful enough on its own.
    Intoxicated Frenzy:
  • Why the nerf? Its rare that you'll be around 5 to dish out each attack. Also, does this currently stack with flurry?
wintry flame
# shell hound yeah i did lol

I'm just turning in and that was confusing me as well. I couldn't remember what I gave the name "assassin" if I didn't have any rogue subclass yet

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hahahaha

wintry flame
wintry flame
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Disadvantage and dmg reduction

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Alternatively Defensive Duelist feat, since Shared Misfortune doesn't expend reaction

opal radish
# opal radish > **Drunken Master** > Tipsy Sway: > - Drunkards luck is super cracked - It's ef...

Long Death
Mark of Demise

  • At 11th level you're basically saying "Pay 2 ki for double damage." I'd also specify in the wording whether the extra ki points need to be stacked to get each effect (IE pay 1 for mark, 2 for mark + 10 minutes, 3 for mark + 10 minutes + double damage)
    Hour of Reaping:
  • Love the start of this ability, but permanent fear every round with no immunity is both super powerful and difficult to run
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Finally gonna read through ki features now Thumbo

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Nothing jumped out at me as imba in astral self or mercy

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Some of the features are very strong, notably the 5th level offensive ones

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I'm not gonna go over each one in detail since damn I'm exhausted

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Overall, I do really love the shear amount of options

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You got me to actually wanna play an elemental monk

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But I think it's definitely a bit overtuned, as of now

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Will do the others later, probably starting with fighter - For now, šŸ’¤

wintry flame
# opal radish **Monk** > **Core:** > Martial Arts: > - Tweak the wording of "In addition to yo...
  • You have no idea how much I welcome rewording fixes, it's something I struggle a lot. Specially when I try to keep it somewhat similar to the official one.
  • FG: Grapple: Well... considering now your melee attack damage doesn't scale with Dexterity. And Finesse weapons won't either. I'm using the PF rule for this in which Finesse and similar abilities only let you replace Dex for Str in atk rolls, not dmg rolls.
  • Although I have a certain bias towards Unarmed Arts, I do believe grappling will hold its ground as a very viable choice. Grapple + shove combat should be seen as a ground fighting style, in which you lock your enemy when they are prone and hit them hard. They will most likely not get up, your other melee allies will benefit from it as well, and you won't think you're wasting actions by not attacking, since you are still dealing damage with them. There's also ki features (one of which restrains a grappled creature) and Martial Techniques to further improve your G+S (Grapple + Shove) combat.
  • ASIs... Yep. I'm giving more focus on feats and ASIs. With MT I have the combat side covered, I need to tackle at the other preexisting martial feats, because I still don't know if I'm going to delete, keep or turn them into MTs. That's a problem for future me.
  • Subclasses in General. You do have a point, I have a lot of conflicting views myself on the added complexity with each subclass, despite going over and over on how to make them more simple, while following a strong, clear theme with each subclass, trying to differentiate them. For the vast majority I'm happy with the results, I am a mechanics focused person and I did intend on increasing the complexity to some degree. That's why I'm constantly and forever reviewing my projects to perfect them. Although I need to take a break from Monk.
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  • Inner Strength: Vitality Steal. Frankly, I thought of it as a mix of the aid and harm spells. And couldn't think of a better way to convey this taboo theme on how they manipulate vitality
opal radish
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I'll point out more rewording things in the future then, I stopped since I didn't wanna clutter it šŸ‘

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I'll probably end up running the monk btw - I know one of my groups might not welcome it, but the other loves complexity and one player already wants to play a monk, so he'll love this sort of thing

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So I'll keep you posted when things become official/how that goes

wintry flame
opal radish
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will check out after šŸ’¤ was getting water and checked pc haha

wintry flame
wintry flame
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I'll keep checking your review

wintry flame
# opal radish **Monk** > **Core:** > Martial Arts: > - Tweak the wording of "In addition to yo...
  • Roaring Nature. Elemental Manifestation. I was surprised you said that about earth manifestation, cause it states you can only conjure the pillar on a solid surface made of soil or stone. It was sorta the only one I deemed neccessary to state the terrain condition, cause all the other manifest come out from you specifically. (Continues...)
  • Roaring Nature. Elemental Stance. Following the same concern, I didn't consider it. This subclass was designed far longer before the class rework, a time where monk was weaker. Between that, being heavily inspired by the 4 element subclass remaster and keeping wording at a minimum (you should have seen its earlier stages) I didn't want to put further restrictions. Nevertheless, I highly encourage you to apply those restrictions, because thematically it's awesome. I might as well give it a little side note for that.
  • Roaring Nature. Water is Weak. I... I didn't realize that. Gelid Strike is not weak tho, since some abilitites don't work when the creature's speed is 0 (like Dodge), they can't move (so you can easily keep them at bay) and they will suffer if they have no ranged attack option. I could tweak the Water Swirl numbers, but I don't know how. Same goes for River Stance and Water Master, but it shouldn't compete with a 30 ranged attack.
  • RN. Fire Strike. More of a side note, I intended it at first to be a frightening attack (also to justify the Wis save), but then changed it to the present penalty to represent pain. I wanted really hard to keep the Wis save and not give it extra damage, but it could use a more thematic effect.
  • RN. Primal Stances. Yeah, as I mentioned before, I overlooked this aspect since I brought it from the older design and thought "yeah, this looks fine, watevs, I have to focus on the other subclasses, let's increase the ki cost just in case".
wintry flame
wintry flame
wintry flame
wintry flame
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Man, I am so happy with this feedback

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Lots of work to do

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MONK URGENT FIXES (Summary)

  • Vitality Steal in Inner Strength, can it be simplified?
  • Fire Strike effect in Roaring Nature
  • Water Element numbers in Roaring Nature.
  • Primal Stance balance in Roaring Nature.
  • Drunken Master in general
  • Mark of Demise wording in Long Death
  • Hour of Reaping in Long Death, should the fear cost 1 ki at the start of a creature's turn?
  • Quick Recall wording in Astral Self
hazy laurel
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that adds nothing mechanically IMO, most monsters are one-offs or, if they were to be recurrent, you wouldn't encounter them twice in a day

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Once per turn, when you hit a creature with an attack and have spent at least 1 ki on your current turn, you can draw from its life essence. Immediately after you roll damage, choose a creature you can see within 30 feet of you, that creature's maximum Hit points and current Hit points increase by an amount equal to the damage dealt. A creature cannot benefit from this feature again until you finish a long rest.

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Does that work?

wintry flame
# hazy laurel ``Once per turn, when you hit a creature with an attack and have spent at least ...

Yeah, I overlooked this simple solution. However, I still have some doubts, if I were to limit it to once per long rest, then I wouldn't give it an additional ki cost.

One thing to note is that grapples and shoves are attacks, but you don't hit with them. Another one is that since damage can get big, then the extra hit points shouldn't be higher than half the damage the creature takes (so damage reductions are taken into account).

An alternative that comes to mind from this is that, if I were to make it once per long rest (your long rest), then I could change it so that you can choose up to 5 creatures and distribute those additional hit points between them.

hazy laurel
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Maybe instead of full damage and healing, /2 damage dealt and temp hp

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Way easier to balance imo and you don't have to worry about limiting to rests per creature

opal radish
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As for water, I agree - Gelid strike isn’t weak, but the other options tend to be much stronger

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The one that stands out the most is earth

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If you knock them prone with the first attack, you’ve got advantage on each following attack

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Which is nutty when you have so many attacks and on-hit abilities

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Have you/would you post the classes to something like r/dndhomebrew? I’d be curious to see online advice and thoughts

opal radish
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So I decided to do a read of pathfinder’s feat system, since IIRC that’s what inspired the 9 ASIs

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And I haven’t played or read the system

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But pathfinder feats look much weaker than 5e feats - That’s why you get a lot of them

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I understand the want to diversify the class in terms of roleplay, but that would require an entire feat rework due to the balance of 5e feats and their limited number

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Plus, the fact that they’re ASIs as well means that you can very easily just take a handful of powerful feats, then get 20 in 3 stats

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(Which is very plausible currently)

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(and busted >_<)

scenic totem
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"you reduce damage you take from attacks by creatures grappled by you equal to your Strength modifier" might be more in line with 5e wording

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"attack damage rolls" isn't really a thing afaik

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oh wait, you intend for this to be its rolls on everyone and not just you, i assume?

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"when a creature that is grappled by you (hits with an attack? makes an attack roll? both? not sure of your intent here), it subtracts your Strength modifier from the roll"

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pilfered the wording from Bane, Cutting Words, and Synaptic Static

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also mega based on dealing damage on a grapple

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and allowing medium armour with martial arts

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based, slow down stacks

hazy laurel
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attack and damage rolls

scenic totem
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mmh, as tempting as it is to just dump a bunch of ASIs on monks, it's worth noting that each subsequent ASI has less value than the last

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like, by definition, whatever your 5th priority ASI was will be less valuable than your first

hazy laurel
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You'd end up with +5s where you don't care to have them

scenic totem
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enlightenment looks good. i'd have personally put it at an earlier level, as by 13th you're generally not starving for ki, so it can feel late.

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5e has a weird tendency to put resource conservation features reaaaal late, which is just counterintuitive

scenic totem
scenic totem
hazy laurel
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You'd end up taking stuff like chef

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if we assume standard array, you'd have a 15, 14, 13, 12, 10, 8; 15 is 17 and 14 is 15 cuz ratial options. You'd need 1 +1/2 asi to get a 20, 2+ 1/2 to get another 20

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pbbly dex and wis

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Maybe you then get what I'd assume would be your 13 con to 20?

scenic totem
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"worst case" scenario for needing a truckload of feats, you could be a cbe/ss shadow monk, for example. with point buy, 8 15+1 15+1 8 15 8, crossbow expert, for example. sharpshooter by 4, maxed dex by 8 like a fighter in 5e (you don't need resilient like a fighter would often get)

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so the rest of those points are just for faffing about more or less. maybe a half feat for wisdom or three

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a 6th level ASI is actually quite welcome, and it coincides with a monastic tradition feature anyway, so no loss there

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i like how the ki features give you a build-a-monk. kinda kibbles-esque. i'm personally a fan of such things, and really enjoy the design of 5e warlock (though not so much artificer due to some ambiguities), but some people dislike the added complexity

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it might be a good idea to have some recommended ki features listed next to tradition or fighting style

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light reflection is gigabased

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okay, ground fighting is really strong

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it becomes very tempting to just be prone off your turn and become nearly invulnerable to missiles

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the intention here is probably to not give "free" temporary hitpoints, but it's not very hard for a PC to rest twice consecutively, for example

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that said, eh

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should be fine, it's one ki saved

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no duration given

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same issue with 5e's freedom of movement. your speed is 0 when grappled or restrained

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my own wording for a fixed FoM was uhh

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"You can automatically escape from nonmagical restraints and effects that reduce your speed to 0, such as manacles or a creature that has you grappled. Doing so reduces your speed by 5 feet for this turn."

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so you could word that as "at the start of your turn, you can automatically escape one effect on yourself that is causing you to be grappled or restrained. Doing so reduces your speed by 15 for this turn"

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ngl this reads like a trap feature. the only potential exception is grappling style, dumping dex

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while it doesn't actively weaken you, i generally dislike giving trap options as it punishes players for weak mechanical knowledge

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also, you might wanna specify it can only be cast on yourself

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deadly precision is gigabased btw

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oh wait it's before you make an attack

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it's alright i guess

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i'm not looking through the subclasses much, but from accidentally scrolling to long death, hour of reaping is frankly too strong

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automatic fear aura completely dunks on melee enemies, for example

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hm, i will say that i'm overall not a fan of almost all the utility options having associated costs

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free options encourage more roleplay in general

wintry flame
wintry flame
# opal radish But pathfinder feats look much weaker than 5e feats - That’s why you get a lot o...

I'm not sure if they are weak, at least in 2e they look to pack quite some punch, even noncombat feat are interesting. However, I am aware it's because its design plays a huge factor on it, having ASIs separated from feats, getting a feat every level (be it ancestry, general, skill or class), your customization depends on it.

I have my eye on feats, once I have this rework covered I will move to feats. I want to have a good core with classes first.

opal radish
#

I shouldn’t say weak, more like less impactful - 5e feats tend to provide a large list of bonuses and often an ASI

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Granted, this is also the result of me skimming a system I’ve never played for 5 minutes on my phone while in the parking lot

wintry flame
wintry flame
#

Weak/Strong is for combat feats.

wintry flame
wintry flame
opal radish
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Yeah, reads a lot better

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The first time I saw that I did a double take thinking I had already missed a feature

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Is it technically #wotc_wording? ĀÆ_(惄)_/ĀÆ

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I think it's good enough

wintry flame
wintry flame
wintry flame
wintry flame
wintry flame
#

Pinning Attack (Weapon Style). When you use your Slow Down, you can spend 1 ki point to further disrupt the enemy's movement. When you do so, the speed reduction is increased to 15 feet, instead of 5.

wintry flame
#

Break Bindings (5th level). At the start of your turn, you can spend 1 ki point to end one effect on yourself that is causing you to be grappled or restrained. When you do so, your movement speed is halved until the end of your turn.

wintry flame
# scenic totem ngl this reads like a trap feature. the only potential exception is grappling st...

It's kinda meant for builds where you want to dump Dex and have no means to compensate for it. Not so much of a trap, but rather a just in case option. I didn't consider deleting even after the ASI increase, because I see a build where you want to focus Str, Con and Wis, as well as any that focuses on your mental stats rather than physical, why would you do that? Idk, but this is to incentivize it.

I might give it a third thought.

wintry flame
wintry flame
wintry flame
# wintry flame ***MONK URGENT FIXES (Summary)*** * Vitality Steal in Inner Strength, can it be ...

@here
First of all, I want to thank everyone for your help so far. This is some really helpful insight and feedback you've given me so far. I will address some of the changes I've made so far:

  • Fixed a lot of the wording.
  • Fixed the ki features you mentioned.
  • Long Death. Hour of Reaping (2nd paragraph). While this aura is active, you know the ascending order of creatures inside it based on their current hit points. In addition, "if a creature starts its turn within the aura, you can spend 1 ki point to impose it to succeed on a Wisdom saving throw or be frightened of you until the end of your next turn." A creature marked by your Mark of Demise has disadvantage on the save.
  • LD. Agonizing Death. Now replaced with Quivering Palm (I'll explain in a moment).
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I should mention that the thought process you did with how to distribute ASIs is also what I went through when making these reworks, and it's what I intended. I want martials to have that big room for increasing their stats and then accessing some feats to further customize themselves. Just like I said before, the current state of feats is conflicting, but I will fix it in its due time. I have to do one thing at the time.

There's something about the amount of ASIs between classes I want to discuss, but I'm not ready for it yet. Once this step is ready I will move towards it.

wintry flame
#

Now, for the changes I intend to make:

  • Inner Strength subclass. This needs a makeover, I was already having conflicts designing it by having Mercy and Long Death around. What do I want this subclass to accomplish? "Monks of the Way of the Inner Strength are dedicated to cultivating the true potential of ki." Simple as that, the question is how? For starters, getting rid of Expanded Ki Control, they don't need more ki features available. Second, Quivering Palm is moved to Long Death, it just makes more sense.
  • Roaring Nature. Earth Strike. Could use a change, I have nothing in mind that's more fitting than proning a creature.
  • RN. Fire Strike. Another headache. In summary to what I said before: I wanted one option to have a Wis save, fire was intended to frighten, but changed it to those disadvantages as to represent a pain so big you could't act properly. It's hard to think of something else that doesn't involve pushing or dealing extra damage. Really the only thing I can think of is either afterburn or a small explosion that deals extra dmg and pushes the enemy a little bit.
  • RN. Water Swirl. Increase the radius and pull by 5 feet? Since these abilities replace an attack I didn't want to make them too big. Alternatively, keep size and reduce affected creature's speed by 15 feet. Actually, this needs a little redesign to fit any FS.
  • RN. Primal Stances. I either reduce the benefits to one and keep the 2 ki cost, or increase the cost by 1 and keep the benefits as they are. If going for the first rute, the kept benefits would be: +AC for air, dmg red for earth, +atk roll for fire, increased reach with water tentacles for water.
  • RN. PS (Water). Speaking of tentacles, the buff I propose is increasing the reach, the push and pull by 5 feet.
  • RN. Water Master. Well... Increasing the reach by 10 feet instead of 5, including push and pull. In addition to increasing the sphere by 5 feet.
opal radish
#

And the only way I can think about rectifying it is reworking all classes/feats as a whole to be in line with this philosophy

opal radish
#

I just bring it up since its the main concern I've got on my mind as of now

wintry flame
#

What do you think about either giving them no features at the 10th, 14th and 18th ASIs? Or giving them a Martial Technique in place of the extra ASIs?

opal radish
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It's tough to fully say

wintry flame
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Uh, that gives me an idea... dammit

opal radish
#

I think the idea of the second option is better - Cut down on ASIs, and give other types of choices (Or just class features in general)

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The less systems you need to overhaul to make it work, the better IMO

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For balance, but also for ease of implementation

wintry flame
#

I can think of so many alternatives it hurts my brain. I really didn't want to go this route because I wanted to make it more unique, but there's also the pain of half feats, anyways, here's the draft:

OPTION A

ASI's can't be replaced for feats. Casters have the standard 4,8,12,16,20 ASIs (meaning they can max two primary stats at 16th). Half-casters have 1 more at 10th (so they max 2 at 12th). Martials have 1 more at 6th and 10th (so they max 2 at 10th and a 3rd at 20th).

Classes will have additional spots for feats. But then so many questions arise, and I'm faced with the feats balance problem again.

OPTION B

Same ASI progression as A, but these can be replaced with Feats. Fill empty spaces depending on the class, like free Martial Techniques for martials, Empowered Casting for casters (think of it as martial techniques, but casting). Maybe more thematic features. Idk

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So far, B is safer

opal radish
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I definitely like the consistency, it gives me a much better overview at a glance at how classes will balance fair in terms of ASIs

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Hmm

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My main issue with implementing martial techniques/empowered spells alongside this is that it gives 2 giant pools of options, each being gained at different levels

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I'd much rather fill blanks with specific class features

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Or even class features with options

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And then just have one, overall "pool" of feats/techniques to draw from

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This is in the mindset of "least work implementing and changing" again

wintry flame
#

Yeah, I can't really fit those appropriately in the current tables. Following that line of thought, and since I showed you the Martial Techniques system, what do you think if the feats for learning MT techniques would:

  • Martial Initiate. Give 3 rank I choices, instead of 1.
  • Advanced Combatant. Give 2 rank II, instead of 1.
  • These feats can't be taken again.
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That way I could define that rule as the standard one.

opal radish
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You'd definitely have to take out the ASI included IMO

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Actually, I think you could serve to lose the ASI with them as is

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For reference, the martial adept and fighting initiate feats feel quite similar, and don't have an ASI

wintry flame
opal radish
wintry flame
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And Fighting Initiate is a curiosity for me. I sometimes can't fathom when Wizards think a feat should have or not the half ASI

opal radish
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I think this would be fair

wintry flame
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I mean, look at Fey/Shadow Touched

opal radish
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My main concern is that it makes it difficult to keep within the number of techniques you can have

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IE 3 + up to 3 more based on requirements

wintry flame
opal radish
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Yeah, I'm into that

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I think the current implementation of 3 + reqs is a bit janky but sorta works

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Actually I just got an idea

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I like the current ability to jump between ranks (IE get a RIII before maxing on 3 RI)

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So here's a concept for a feat:

wintry flame
opal radish
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I don't mind them, they make sense on a technical level

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But something about them also doesn't sit right with me

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Can't put my finger on it

wintry flame
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The reason people give me: it punishes caster characters, so instead of rewarding characters for reaching that point, it punishes them for the route they chose.

wintry flame
opal radish
#

Was bouncing between channels, typing it now

wintry flame
#

Btw, this is how the Monk table is looking. Don't know if I should leave Enlightment there, move it up at an early, or down at 18th (and buff it slightly).

opal radish
#

Martial Technique

With some training you achieve a basic form to improve your combat skills. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • (Wording needed) You gain 3 skill points. You may spend these skill points on learning martial techniques, spending points equal to the technique's rank.
  • You can select this feat up to three times in total. The third time you select this feat, you gain 4 skill points instead of 3.
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(Incorporating existing rules for techniques, such as requirements)

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The main reason I like this is that it gives you flexibility in how you take techniques

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Instead of being like "Alright, I get one shot at taking all my level 1 feats, and then that's it," you can opt to take a level 1 and a level 2

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The second time you take the feat, you could then instantly get a level 3

opal radish
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The main issue is the wording (I don't think it should use points) and the scaling (The 4th point on the 3rd feat is to allow for 3 RI, 2 RII, and 1 RIII - The math just barely doesn't work out)

wintry flame
wintry flame
opal radish
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I think it's balanced around the fact that you can only get 1 for the whole campaign, and you forgo 2/3 smaller boosts doing so

wintry flame
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If you say so.

opal radish
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Uh oh

wintry flame
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Oh?

opal radish
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DND has given me an instinctive reaction to that string of words

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Along the lines of "Are you sure you want to do this?"

wintry flame
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hahahahaha

opal radish
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The other thing to consider is that with martials getting more ASIs, its would technically only be a 2 level difference between when rank 3s would come online

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IE 6th vs 8th

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(Assuming only this feat was taken)

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It would also allow players that don't want to max out this feat methods of getting at R IIs and R IIIs

wintry flame
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The majority of RIIIs aren't troublesome, however.

opal radish
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Yeah 100%

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Nothing really jumped out at me as crazy

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Which I appreciate

wintry flame
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But you know what? I'm no longer worried

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I say let's do it baby

opal radish
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🫔

opal radish
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Not fully sure what would go at 18th, hmm

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Oh wait

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idea

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Ah nvm

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I was gonna say bring back Tongue of the Sun and Moon, but that's a ki feature now

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(Not to go at 18th btw)

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(To replace enlightenment at 13th, and move enlightenment to 18th - Or something similar)

wintry flame
opal radish
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Neat Thumbo

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This is how I'll be running techniques

wintry flame
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Neat

wintry flame
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I'm going to let my mind rest for now and leave it like this

opal radish
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Sounds good

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I'll do the same šŸ‘

wintry flame
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I'm gonna take a nap, my sleeping schedule is a mess

opal radish
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I feel you

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Its 6 AM for me

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As in, I didn't sleep last night

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Finals week ĀÆ_(惄)_/ĀÆ

wintry flame
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Wait...

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6am?

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How many countries have the same hour?

opal radish
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I dunno

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I'm east coast American

wintry flame
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I'm surprised how many countries share the same hour

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At least 19

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Anyways, g'night everyone

wintry flame
scenic totem
scenic totem
scenic totem
#

that "abuse" case is even more minor, though, as it's functionally a single instance of "free" tho in a day

scenic totem
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since Grappler is the only fighting style that actively encourages strength, then you butt up against the unarmoured/medium armour/light armour options. 14 dex is doable but not ideal, in which case this ki feature would be good

scenic totem
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it's almost like a cleric's spirit guardians but arguably better

scenic totem
scenic totem
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again, the issue is that each subsequent ASI has less and less value, especially later into the game

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rather, higher level features shoyld have something that actually reflects your heavy investment into the class, which have the same value as or greater than your first asi

scenic totem
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what i'm personally doing on my rework, though that rework has very different goals and assumptions, is giving an ASI+feat at ASI levels, ASI is at 4 8 12 16 20 for every class, but start introducing scaling and class-locked feats that increase their class identity

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i'm going to be working on these feats only after i've finished the base classes, so that i can figure out a good power level for them, but as a bit of a sampler i have uhhhh

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paladins can choose a feat to get "improved fighting style" at 8 (archery becomes +3 and increases range, defence becomes +2, GWF explicitly works on all weapon and other damage rolls when attacking with a 2h weapon, etc), or they can choose to add a bunch of spells to their list, or they can enhance the flexibility of their aura of protection

at 12, they can give their normal divine smite a spell smite property (gonna work on the exact wording, but basically you can replace a divine smite with a branding or wrathful or whatever smite, so no bonus action or casting a spell needed, though the damage dice and concentration requirements are kept), add even more spells to their list and cast some for free, or buff allies when restoring hitpoints to them

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so it's kind of like 1d&d's level 2 choices where it functions as a sub-sub class, so you can focus on being more martially competent, a better spellcaster, or a better support character

scenic totem
#

like, let's say enemies have a 50% success rate against your spells (quite generous for the pro-ASI arguments). increasing your casting stat modifier will mean they have a 45% success rate. enemies will have 9/10 of the actions they did before

scenic totem
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on the other hand, let's look at something like the moderately armoured feat on a warlock or bard. assuming some smart enemies will make ranged attacks twice per round at you, with a -2 modifier compared to their "standard" accuracy because monsters tend to be weaker at range than at melee, and base AC15, fighting CR 4 monsters (a tier below your tier 2 creatures, but not literal trash mobs)

CR4 creatures with -2 accuracy will usually have 45% accuracy against you, which drops to 25% when you reach AC19. With a +2 constitution modifier, you fail on conc checks against dc10 about 35% of the time. 4 round encounters, with 2 attacks per round in the first two rounds then 1 in the last two. you fail 0.2901 conc checks in the first two rounds, and 0.1575 in the next two. So, assuming you've controlled 50% of monsters in a 5,4,3,1 monster encounter, you're losing 0.55x(0.3x5+0.3x4+0.16x3+0.16x1) monsters controlled due to dropping concentration. 1.837 monsters controlled. in return, you gain 0.05x(5+4+3+1)=0.65 additional monsters controlled.

with 25% accuracy, these drop to 0.1673 and 0.0875 chance to drop concentration. you're losing 0.5x(0.17x5+0.17x4+0.09x3+0.09x1) monsters due to dropping concentration. 0.945 monster.

basically, you control an extra 0.65 and less 1.837 monsters by bumping your charisma up to empower your hypnotic pattern, vs losing only 0.945 monsters by increasing armour class. the "net loss" will be 1.187 vs 0.945 monsters controlled

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so even with pretty generous assumptions that would favour +ASI over +AC, you actually end up denying more actions by bumping your defences up, because enemies are more likely to stay in your control for longer

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in actual high difficulty play, it's more common for a DM to throw very many ranged capable enemies, but of a lower CR so the fight is less swingy yet the party can go through more of then, like a horde of kruthiks or something, and the likelihood for the enemies to fail a save on a given CC spell tends to be closer to 70% than 50%.

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the reason Fey Touched is often favoured by casters in high-difficulty play is because it's actually a defensive feat. It's a good insurance against being grapple-restrained by creatures like giant crabs or shadow dancers, and you often take a spell like gift of alacrity to let you go first in combat to have better placement on your AoE effects and restrict enemy threats before they can act in combat

scenic totem
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maybe you could make it free or very cheap to cast tongues on the monk, but prohibitively expensive to cast it on other creatures (if possible at all)

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this way, casters still have the overall upper hand if they decide to expend precious resources, while martials get less versatility in exchange for more consistency

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casters will need to expend a spell slot, a spell known/prepared, and often an action to use a utility spell on the fly, vs a monk who can always have it up, but can't use it on others, like if they need to mediate between warring goblins and kobolds, or the ability to send the silver-tongued rogue or bard forward with it

scenic totem
#

that said, although there aren't turns outside of combat RAW, it might be good to clarify that you mean 2 ki at the start of turns in combat

wintry flame
wintry flame
wintry flame
# scenic totem the reason Fey Touched is often favoured by casters in high-difficulty play is b...

The question is more related to the feat power and the need of a half asi. You have Magic Initiate that gives you 2 cantrips and a 1/day 1st-level spell, no ASI. Fey/Shadow Touched gives you a 1/day 2nd and 1st-level spells (that you can spend slots to recast), plus ASI.

Doesn't seem fair to me.

Compared to Fighting Initiate which is a passive, we could argue that being always on is why it doesn't get an ASI, but then you have the sorcery points and the martial adept feats which are very limited in use, yet no ASI.

#

So in the end it's an entirely arbitrary choice

wintry flame
scenic totem
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it doesn't even need to be actively harmful in many cases; if it's very significantly and visibly worse, especially if it's close to categorically worse then another option, like magic initiate, then it just punishes players for not reading every single feat from every single sourcebook

wintry flame
scenic totem
wintry flame
#

And don't get me started with the weapon proficiency feat

scenic totem
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yeah, MI (or especially artificer initiate) can net you some unique cantrips that can significantly strengthen builds, most notably magic stone (hand em to summons like animated dead or tiny servants)

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yeah weapon master is a joke

wintry flame
scenic totem
#

fair enough

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different goals i guess

wintry flame
scenic totem
#

tasha recommending it for fighters in TCE was though

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hilarious even

wintry flame
#

I forgot they did that

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Wizards having no idea how their game functions, it's more sad than funny reading that

scenic totem
#

still has a degree of funny though

opal radish
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We still working on monk, or are you good if I move onto fighter later?

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I'm gonna do it anyways

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But I'd rather round out monk while its fresh on my mind

wintry flame
opal radish
#

Sounds good, I'll give it another read-through later tonight

wintry flame
opal radish
#

It's fine if you do ĀÆ_(惄)_/ĀÆ

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That's what I love about this server

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People are super friendly about pings and what channel you talk in

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No BS moderator powertripping, we love the DOMT mods

wintry flame
#

Alright then, I guess I'll ping them, but I probably won't be active until far later.

wintry flame
#

For a sec I thought the emoji wanted to stab me

scenic totem
#

ngl i havrn't looked all that much into the subclasses

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and my sickness is mostly gone so i'll probably be busy tomorrow exvept when i'm procrastinating or my old busted ass laptop is having issues downloading anything more than a megabyte again

wintry flame
shell hound
#

let me see

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Starting when you choose this tradition at 3rd level, you learn how to twist and turn quickly as you attack. During your turn, if you make an attack against a creature, that creature can’t take opportunity attacks against you for the rest of your turn.

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I would word this

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"Starting when you choose this tradition at 3rd level, you learn how to twist and turn quickly as you attack. When you make an attack against a creature as a free action/in addition to the attack you may use the disengage action."

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less words for the a better and more useable effect imo

shell hound
#

also im not sure where u get ur art but u should credit them

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unless u made it lol

wintry flame
#

They are all credited in a single place

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End of the doc

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By end I mean Back cover

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Anything past that is nonexistant

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Forget you ever saw it

shell hound
#

i see

wintry flame
#

Starting with Tyrone's idea for DM sub:

  • Drunken Technique (3rd). Take Attack action, spend 1 ki to take Disengage action as part of the same action.
  • Tipsy Sway (6th). The more I think about this, the less I know what to do. Go through creatures as if it were difficult terrain and OA disadvantage.
  • Drunken Imbalance (11th). Adv on checks and saves against being moved, knocked prone or pushed. And maybe 5 feet to stand up.
  • Capstone? Capstone?

Another idea is to put this Drunken Imbalance at 6th and at 11th it is the redirect a failed attack.

However, I want the features to focus on the theme of you being an alcohol enjoyer first and a skilled, coordinated, hard to knock fighter second.

hazy laurel
#

For tipsy sway I allowed my monk to just ignore non magical difficult terrains and be able to crawl at full speed

#

The fantasy it is based off of is jackie chan style martial arts right?

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Where you fall and stumble your way to victory

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Also, creatures don't have adv against you if you're prone

obsidian forge
#

I also heard someone saying they allow all Improvised Weapons as Monk weapons for Drunken Master

hazy laurel
#

I did that

wintry flame
#

That's like a universal rule, you can't have drunken fighter without Jackie Chan as a reference

wintry flame
wintry flame
hazy laurel
#

he'd be pinned down by 5 people

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and still keep his ground

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so, both can coexist

obsidian forge
#

wait nvm that was a hb suggestion

wintry flame
#

I had the same thought process

hazy laurel
#

I also added this to Drunkard's luck:
Whenever you fail with an unnarmed strike or melee weapon attack roll, you can spend your reaction in order to atack again, adding your Wisdom modifier to the second attack roll. You may use this reaction a number of times equal to your proficiency bonus and you regain all uses when you finish a short or long rest.

wintry flame
#

I never understood the idea behind Drunkard's Luck

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Or rather, the justification

hazy laurel
#

Me neither but, I based myself off the idea that you pretend to fail

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to hit harder

opal radish
wintry flame
opal radish
#

My heart sank since I had just mentioned the strength of prone on earth element

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And I thought I was about to be wrong

#

The worst fate known to man

wintry flame
#

hahahahahahah

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Well, guess what, you were wrong on thinking you were wrong

wintry flame
#

There's probably a way to keep simplifying it, but at the moment I think it's alright

hazy laurel
#

I think its too weak?

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Might be sleep depravation speaking but, It doesn't seem like you get much out of it really

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At least comparatively

wintry flame
hazy laurel
#

Don't fully listen to me, I've been making a class for the last 4 hours

#

I think I'm delirious

wintry flame
hazy laurel
#

Do you want to check it out to take a break from the monk?

wintry flame
#

Yeah, send it

hazy laurel
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Its a weird one

wintry flame
#

I have a lot of other people's brews to check

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So I take a rest reading those

opal radish
#

I'm gonna help out on this some more - School just got out, and I had to clear out my dorm. I'm road tripping right now, but I might be able to take a peak tomorrow

#

I know yall are working on drunken master, are there any other high priority areas?

wintry flame
#

I just finished assigning a Spongebob episode to each of Faye's class he just showed me

opal radish
#

lmao

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and we don't get to see this masterwork?

wintry flame
#

Ok, if Faye shares the link here I will repost every gif I sent

opal radish
#

@hazy laurel do you have a forum post? I'd check it out if you did.

hazy laurel
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Ahhhh

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gimme like

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15 min

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It ain't finished

wintry flame
wintry flame
#

You know, I'll just ask for it to be pinned

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Will edit as we fix things

wintry flame
opal radish
#

joined šŸ‘

scenic totem
#

So is the priority on checking monk subs or the fighter?

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honestly, there are immediately apparent issues with pump action. this makes fighter the dip class for free dodge actions at the very least

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limiting the scope of the action taken would be nice

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yeah, limiting the reaction means you won't get rogue double sneak or anything anyway

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martial archetypes page broken

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is precision attack meant to not work before or after the roll like 5e's?

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superiority pool scaling is also kind of awkward

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i get that you're trying to maybe supplement weaker levels of progression with an additional die, but the scaling is really slow, and as i've mentioned regarding ASIs, each successive die is worth less than the last one

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going from 5 to 6 is a 20% increase. Going from 9 to 10 is almost half of that.

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i somewhat like the know your enemy and history stuff, but the timing and scope seem to limit it a fair bit

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i've honestly never seen know your enemy used, and even if i did, it wouldn't be very impactful

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not a mandatory suggestion, but it'd be nice if martial backgrounds had a more uniform scheme. at 13th level, some of them get defensive features, and others get offensive ones, and yet others a mix, for example

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a unifying scheme can let players know what's expected of the 13th level bump

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(this is a very important level overall, being +5 proficiency, and the level where casters get forcecage, simulacrum, conjure couatl, conjure korred)

scenic totem
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also, while i'm a fan of diversity, there is a notable difference in power between the options, and with it being the one major option a player takes at 1, i wouldn't want to punish people who failed to understand 5e mechanics or disproportionately reward someone for knowing them well with a level 1 decision on an otherwise simple class

wintry flame
wintry flame
wintry flame
scenic totem
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will get there

wintry flame
scenic totem
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so anything lacking hit, succeed, miss, or fail, gotcha

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dang monks back to real strong

scenic totem
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awkward to actually pull off know your enemy

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slightly less so if it's attached to the day of research

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on the other hand, even if it's pulled off, the benefit isn't significant

wintry flame
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It is meant to be an out of combat feature, for important npcs or the monsters you have to spy from a distance. The feature, while it seems weak, it provides with meta gaming information, allowing you to learn an amount of strengths and vulnerabilities of your target, with some lesser options for roleolaying.

It's also not meant to be powerful since the power budget goes to the subclass feature.

scenic totem
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i suppose

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it's just very very close to a non-feature

wintry flame
# scenic totem also, while i'm a fan of diversity, there is a notable difference in power betwe...

Yeah I agree that is a major point of discussion for Fighter, I'm on board with it. I failed to balance them as my intent was to focus on their themes before power level. Regardless, it's not possible to actually make all options equal, I'm fine to have some relatively weaker/stronger than others, but to compensate they have to be interesting and enjoyable to use, or meaningful (aka, they are useful for the situation they are meant for, a situation that would come up rather frequently).

But I would rather we revise that in depth later

wintry flame
# scenic totem not a mandatory suggestion, but it'd be nice if martial backgrounds had a more u...

As for this, if I'm understanding correctly, you are suggesting all of the improvements fall into a single category (offensive, defensive OR utility)? In which case I don't agree.

If what you mean is that the improvement should fall in line with the category/role of the first feature (aka, both being offensive, defensive, etc.). I agree to some extent. The limit being if it can be accomplished or not.

If what you mean is that each background should have some sort of identification as to what role it fulfills. I can sort of do that, I'm not sure how it will look.

scenic totem
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i meant the first one

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it's kinda like how most paladins get an aura improvement at 7, or rangers get an offensive boost at 11

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it's not universal, but things that stray from the schema are those that tend to have issues, like redemption and vengeance being big nothingburgers

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with such a theme, it becomes relatively easier to both balance and evaluate such features with each other, and it gives the class more congruence as a whole

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again, the balancing doesn't have to be perfect, but the lack of commonalities can obscure how bad some things are to beginner players, which i always consider a big minus

scenic totem
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what i mean is that it'd be good if each background gave some form of attack/defence at the same levels, in the same order on the bullet pointsa

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that way, someone can look at grappler and rider and immediately think "hm, ambushers can get a bonus when going first, then are better at disengaging, while riders get a bonus when charging, and help their mounts survive longer," or something

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then you can say "okay, at 13th level i know for a fact that my fighter will get a significant offensive boost no matter which background i took"

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the respective expected values of the offence, defence, and utility of each background doesn't need to be the same, but it makes it far easier to see how they stack up when you list them out uniformly

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farmer gets a minor weapon boost and the ability to craft decent barricades over a short rest, while the archer gets a decent accuracy boost and minor boost to keeping enemies away, for example

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vs the ambusher being ostensibly good at dealing damage because it gets two bullet points of damage features, but they're actually fairly situational and not very large

torpid bobcat
wintry flame
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You will never (or highly unlikely) have a player blindly building a character.

wintry flame
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I often think about how I want to get rid of the Monk's Martial Arts feature

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For the only thing that actually matters in it is the ability to use Dex instead of Str for attacks. I would just make unarmed attacks have the finesse prop and call it a day. I have changed that prop after all to be just that, swap Dex and Str for the atk roll, not dmg.

wintry flame
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This is how it's currently divided

scenic totem
wintry flame
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And this is how I think it would work better

scenic totem
wintry flame
wintry flame
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I have been busy all day, and I'm now at a game so I haven't been able to write down some of the changes I want yet. However, I will check anything you propose later.

wintry flame
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In any case, I have a nonchanged version backed up.

opal radish
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That said, I'll take a look at it

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I got back from coolege the other day and I'm catching up on a lot of stuff

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First issue I see is that your monk weapons and proficienies are seperate, meaning weapon style doesn't have proficiency in many of their weapons

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An issue I've had with the current balance of the styles is that grapple is currently very weak. The boons given to unarmed and weapon are comparatively very strong

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The biggest issue is that grapple is quite a weak condition RAW - No movement is bad, but if that grappled target has any martial prowess, it's not that big a downside.

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Potentially some ability that will automatically hit a grappled target at the start of the monk's turn could be a solution

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If you are grappling a creature at the start of your turn, you you can deal bludgeoning damage to the target equal to one roll of your Martial Arts die + your Strength modifier.

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Also, consider that unarmed and weapon style are universally good against all enemies - Anyone can take a hit. Grappling is much more difficult.

  • Is your enemy a big beefy hunk o' meat? No dice
  • Is your enemy REALLY BIG (beefyness may vary)? Tough luck
  • Does your enemy excel at melee combat? Have fun being permanently in range bucko.
opal radish
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Not to mention it makes them very MAD due to their unarmored defense

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I’m also considering the change you mentioned, I just need a bit more time to parse it fully

wintry flame
wintry flame
opal radish
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That’s why I’m there šŸ˜Ž

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I’m nonmatriculated tho šŸ˜”šŸ‘Š

wintry flame
opal radish
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Btw - 2 players have picked monk šŸ‘€

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At least as of now, very early still

wintry flame
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I have no reaction pic that can express how happy I am, so this will have to do

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If both choose it, it will be beyond my expectations, specially since we can test how different they can build each other

opal radish
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One of them had the concept beforehand and is using a homebrew sub, fair warning

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It’s a kibblestasty one that shouldn’t be too difficult to port over

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I’ll send it here in a few minutes

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But other than that, super excited

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Especially since one is going roaring nature

opal radish
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Lmao yeah

wintry flame
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This is it, that's how enraptured I am

wintry flame
wintry flame
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Most people would be discouraged from it, since they can only do it on one creature, otherwise they lose damage. Speacially due to action economy. Grappling monk instead has no such worries. They can grapple up to 2 creatures and 3 in the ground. With the concern of hitting you can instead spam push and grapple.

I'm not gonna consider the ki feature to turn grapple into restrained, because that wouldn't be fair.

wintry flame
wintry flame
# opal radish > If you are grappling a creature at the start of your turn, you you can deal bl...

I didn't want to do this because there was the Fighter's Unarmed Fighting Style, which did the same, but less dmg.

I was between many choices for that one:

  • Grapple with legs because that's part of real wrestling techniques and adds more CC'd creatures (fairly weak).
  • Gra/Sho as reaction (I had not idea what to give as a ki feature for this style)
  • The extra dmg you said, but I was heavily discouraged from accumulating automatic damage.
  • When Unarmed Style still gave you an attack as a bonus, Grappling did much the same (I said fuck it and made a ki feature to make one unarmed, weapon attack, or g/s check as a bonus action, called Chain Attack)
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That reminds me, I have to rewrite the Flurry of Blows ki feature.

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I also made a 17th level Ki feature for GS that deals two extra MA die of damage on a successful g/s check, plus an additional dice for each size difference.

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Thus, I had to restrict myself, trying to make each option unique, and having no idea what to do with that first grappling ki feature, I went with that.

wintry flame
# opal radish I'm curious why you're focusing on changing the monk from dex based to str based...

There are many reasons I started implementing this change, one that I myself was reluctant to do in the past:

  • In reality, despite the principle of rotation and redirecting the force projection, in reality strength is fundamental in combat, you can't rely only in speed and fancy acrobatic moves.
  • I saw this was how it worked on PF2, I was discouraged by it, but then I saw how your stats increase there and I realized "Fuck, that makes sense."
  • The moment I gave martials so many ASI I said "Wait, no, monk damaging with Dexterity is too much."
  • I ended up liking it.
wintry flame
# opal radish Not to mention it makes them very MAD due to their unarmored defense

Lastly, regarding this. Considering how it has been up to this point, you can pretty much max up to 3 stats, 2 at the first half of the class. So in the case of monk 4 stats are important, you can max 3, but you need to focus on 2 and adapt based on that.

Strength is for precision and damage
Dexterity for precision and evasion
Constitution for hit points
Wisdom for evasion and saves.

It's harder to pull it off since we removed 2 ASIs, but it shouldn't change what I envisioned too much:

A combination of Dex and Wis would make for a pretty evasive monk with high precision and to hit effects. Str as a 3rd for some damage or Con for some endurance.

A mix of Str and Dex for precision, evasion and damage. Wis as 3rd for some to hit effects or Con for endurance.

A mix of Str and Con for full sturdy melee combatant. Either Wis or Dex is used for evasion.

Lastly, I previsioned the lack of AC to be troublesome, which is why I gave the Ki Coat ki feature. You also gain access to abilities like Deflect Missiles/Blows at 2nd level.

wintry flame
scenic totem
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mind if i yoinked your grappling ideas for the monk for my monk's feats?

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funny issue i randomly realised - you don't naturally gain proficiency in your monk weapons

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which is relevant to weapon style

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this also doesn't specify it causes the attack to miss

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might be worth changing this to work like stalker's flurry, just so it conforms to 5e wording more (you make an extra attack)

opal radish
opal radish
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But better than I was initially giving it credit for

scenic totem
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oh, important thing to note for grappling and disadvantage on checks to escape

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forced movement to bring the grappled target out of reach also break the grapple

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like the grappled target's own shove attempts, a third party, forced movement effects like repelling blast or telekinetic, etc

opal radish
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Shoves wouldn't push them out of range for prone though right?

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That's for the condition, not movement

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Oh wait, the target's attempts

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Misread

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Huh, that's interesting

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Yeah that's lame, it just completely defeats the purpose of the disadvantage

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Same roll but without dis if I'm reading this correctly?

scenic totem
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my point was uhh

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you grapple+shove a target, end turn

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enemy creature 2 yoinks the target out of your reach, now it's prone but not grappled

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or enemy creature 1 takes its own turn, shoves you away, no longer grappled

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etc

opal radish
opal radish
scenic totem
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kind of

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there are ways aroudn it from a design perspective

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increasing your reach with regards to grapples is one

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(very funny to have a melee creature shove you away, only to end up still grappled and now incapable of reaching)

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increase your own resistance to forced movement is another

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not much can be done about enemies' allies getting them out, but those features are pretty rare

opal radish
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I think enemies helping fine, all things considered

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Not really the biggest issue I have here

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But if you can just fully circumvent a feature of the class by pushing instead of breaking grapple, that's kinda lame

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Lock. Creatures have disadvantage on skill checks made to escape your grapples and to shove you while grappled by you.

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pretty simple fix IMO ĀÆ_(惄)_/ĀÆ

scenic totem
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also works

opal radish
opal radish
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Does Slow Down on weapon style stack? A player is wondering.

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I'm 99% sure RAW it doesn't

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But I'm curious as to your intention

opal radish
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Drunken Master also feels pretty WIP rn, Rolling Back feels incredibly weak especially considering you still have disadvantage on attacks

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Tipsy Sway needs a buff, it's weaker than RAW as is

Raw - Activated on flurry of blows (IE no need to spend additional key), +10 movement speed
Rework - Activated by spending additional ki

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I don't mind just keeping it RAW for me

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Yeah, I'm curious as to why the subclass as a whole is nerfed

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Comparing RAW and Rework, many of the features are just delayed, weakened, or removed

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I also wanna find a fix for prone here, so for anyone else - I'm not crazy in thinking earth is much stronger than the other options here, right?

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These are all quite strong options, but advantage from prone is devestating, and it also works to remove mobility, similar to water

wintry flame
wintry flame
scenic totem
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oh i misread

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it said "that targets you"

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i skimmed and read "that hits you," which would've been funny if it didn't cause the hit to miss

opal radish
wintry flame
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You've got some time, I'm still reading the rest

wintry flame
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"HAHA, NOW I HAVE MORE AC"
And the enemy is like "Don't care, didn't read"

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And hits you the same

opal radish
# wintry flame This is how it's currently divided

To my understanding, the big change you’re proposing is merging fighting styles with martial arts, making your martial arts die specific to your fighting style, and removing the ability to use dex for shove, grapple, unarmed strikes, and monk weapons

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I could be misreading/misinterpreting this

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But if not, it seems just like consolidating and moving to a str focused class, which you’ve already said your reasons for

wintry flame
# opal radish Same roll but without dis if I'm reading this correctly?

You guys mean the grappled creature shoving you? Might have been an oversight on my side, I can't remember. Anyways, it should be included.

Other creatures that aren't grappled by you, trying to shove you to free a creature grappled by you? Yes, that's a normal roll.

How did it work if someone grapples you while you are grappling someone? Does it become a conga line or do you instantly let go if you are moved this way?

opal radish
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I’m still not totally sold on fully strength monk but I’m also not not sold on it, so everything there is fine

opal radish
wintry flame
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Meaning, that sub having 14 would feel unfair?

opal radish
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Fair, it also gets at what @scenic totem keeps mentioning about ASIs

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As in diminishing returns if you have more

wintry flame
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@hazy laurel @opal radish @shell hound @scenic totem
Guys, before I forget, I want to put you in the credits, unless you don't wanna. With what name should I put you there?

scenic totem
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Illiteratepig works

hazy laurel
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Faye is fine

wintry flame
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Slow Down. Whenever you deal deamage to a creature with an attack using a monk weapon, the target's speed is reduced by 5 feet until the start of your next turn.

I changed when to whenever, don't know if that's enough

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Oh wait, I screwed up, now I got myself confused

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I don't know when or why I made this change. Originally, you had to activate this feature with your first attack and laster for your turn, which is why this kife reads:

Pinning Attack (Weapon Style). When you use your Slow Down, you can spend 1 ki point to further disrupt the enemy’s movement. When you do so, the speed reduction is increased to 15 feet, instead of 5.

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Let me think for a sec

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I have two choices:

A) Keep Slow Down as is, but reword Pinning Attack so that you can only activate on your first attack of the turn and lasts for that turn.
B) Reword Slow Down so that you have to activate it on your first attack and lasts for the turn and keep Pinning Attack the same

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It's basically the same, the question being which one makes more sense

wintry flame
wintry flame
# opal radish Yeah, I'm curious as to why the subclass as a whole is nerfed

Don't worry, Drunken feels like that because it's very WIP. I put those features in an attempt to reduce the... uhm... Idk the word, is it padding, filler, clutch? I can't remember.

Anyways, what I was trying to say is reducing the stuffed features, making them more straightforward and according to the thematic. To give an idea of what I want to accomplish.

wintry flame
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Rock one was the only thematic choice without repeating air

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Which I won't do by the way, I won't make two abilities the same

wintry flame
wintry flame
#

Thus I considered making unarmed strikes finesse (reminder in my system it doesn't add Dex to dmg). On the same note, I was gonna expand the weapon list, and thought of weapons for fist and feet (simple), like cestus, knuckles, claws, metal point shoes, etc. Then weapons for arms, legs, head and other exotic body parts (martial).

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I'm gonna add a Tier II technique to replace Str with Dex for grapple and shove checks. Not Tier I because Dex builds are pretty good already.

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When I see it that way, I have peace of mind

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But if you prefer the other version of that rule, I have the document saved just in case

wintry flame
shell hound
opal radish
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And if you miss your first attack, you’re locked out of the ability

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I’d instead just limit it to a once-per-turn

opal radish
scenic totem
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there's ki fuelled strike

wintry flame
opal radish
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As in you lose the option

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Maybe I misread? Gimme a sec

wintry flame
#

I could have worded it poorly

wintry flame
opal radish
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Right now, you said it only works on your first attack

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This is great for reckless, which makes that first attack more likely to hit - it immediately affects the game

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But slow down/pinning attack don’t affect the chance for an attack to hit, instead affecting the creature after the hit

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Meaning if your first attack misses… no pinning attack

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Instead, it should be the first attack that hits, or rather just once per turn

wintry flame
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So, do you suggest I change Slow Down to work 1/turn, increase the speed red to 15 ft, and Pinning should cost 1 ki to further reduce to 30 ft.

The trigger to Slow Down is still that the creature takes damage from your weapon attack.

opal radish
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Slow down is fine as is

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That’s my bad

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It’s that pinning attack is very inconsistent

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Hold on gtg

opal radish
#

Alright so:
Combining Game Effects (DMG)

Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the ā€œCombining Magical Effectsā€ section of chapter 10 in the Player’s Handbook.

The two current issues are thus:

  • Slow Down, even with whenever added, doesn’t stack on itself. You need to explicitly word that it stacks, IE: The effects of slow down may be applied to a creature already affected by slow down (Or something like that, someone better with wording can clarify)
  • Pinning Attack, as written, can only be activated on the first attack. What if you miss the first? You simply can’t use it, which feels arbitrary and not fun for the player. Instead, specify that it only applies once per turn when you use slow down
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Pinning Attack (Weapon Style). When you use your Slow Down, you can spend 1 ki point to further disrupt the enemy’s movement. When you do so, the speed reduction is increased to 15 feet, instead of 5. You may only use Pinning Attack once per turn.

wintry flame
#

It certainly is better, I never considered having a once per turn ki feature

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With that, I'll pump it to 20. Thus at 5th level, if you have Chain Attack, you could reduce a creature's speed by 30 on your turn.

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There we go

opal radish
#

Good with me! Thumbo

wintry flame
#

Ok, now that that's finished, and seeing as there are no objections to the change on Martial Arts, I would like us to move to Roaring Nature

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First step: Elemental Strike. Here we have the following issues: rock and fire.

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Rock being more powerful than the rest, and fire not being very thematic.

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Here's the feature

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Air was given push, so prone had to go to rock since it was very thematic

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Fire had Wisdom save because I was dead set into giving it a strong save, and having a different save on each. So it shifted from being extra damage to a save for a -2 AC, to a save for frightened, to a save for disadvantage on attacks and checks.

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Now, my idea is for a fire explosion, engulfing the enemy in flames

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These come at the top of my head

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One is very simple, but extra damage is very strong in comparison to the others. While the other makes it more elaborated (than what's probably necessary), but makes for some cool interactions.

opal radish
#

On now - Gonna brainstorm rocky strike for a bit

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Hmmm - Do the abilities need to be single target effects against the enemy?

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Stone makes me thing defense and armor, so something along the lines of chunking up some defensive rocks for THP = martial arts roll makes sense

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Alternatively, an AOE difficult terrain might make sense - Although that's 3/4 on anti-movement abilities

opal radish
#

Oooh

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Idea

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What does fire do?

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Grow

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Technically this is +damage

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You deal extra fire damage, and your martial arts die increases by one size until you miss an attack. This effect can stack with itself.

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Lends fire to a playstyle of stacking its dice big, and then using its stronger abilities with more dice - Each stack being +1 damage on average

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Again - This does take away from the theme of "Hit enemy, make save, or negative effect" - But I think it'd be cool :)

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Yeah looking at the sub, that's perfect for fire - It consistently rolls the most martial arts dice and creates a cool theme

wintry flame
# opal radish Hmmm - Do the abilities *need* to be single target effects against the enemy?

Short answer yes.

Long answer: In order to achieve the 17th level feature prerequisites it is necessary to have 2 features at 3rd level. Thus why one is single target and the other an AoE. Also because the single target is personal preference for, let's call it game feel. It's what I like to visualize when using those strikes.

In addition to that, it was to further incentivize the duality between a physical and a mental based attacker. Y'know, in case you want some way to harm an enemy with high AC.

Alternatively: While keeping both 3rd level features, the elemental strikes could have AoE effects, while the 2nd one is some self-buff. However, this would require some rebalance.

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I have to prepare me food, so I'll read the rest later

opal radish
#

šŸ‘

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also damn, but fair enough

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Also preparing food

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If inspiration hits me while I cut this cucumber, I’ll let you know

wintry flame
opal radish
#

The 5th element - cucumber bending

opal radish
# wintry flame Short answer yes. Long answer: In order to achieve the 17th level feature prere...

I think the main issue I'm having here is that when the only differentiator between the abilities is what they do, you're always gonna have some stand out options.

Not to mention 5e's framework that strips out many conditions, modifiers, and types of rolls makes it very difficult to granularly adjust similar options to a point of balance. This means the limitations have to be placed on how the abilities work overall, and if that how is restricted to how it affects 1 enemy after a hit has been achieved (considering theming and level appropriate balance), its very hard to create unique options that are also balanced

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With that said - You could include prone at the end of the day. Battlemaster gets trip attack after all.

wintry flame
#

Would it be valid if we invent (or check for) new conditions?

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Imagine replacing 0 speed with Slow

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Or blablabla fire for Burning

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I know many have made those

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Damn, I still have to read the other messages you left

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You saw how deep I was with that other convo

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hahahahaha

wintry flame
#

I didn't venture into that field before, never thought of that

opal radish
#

The main problem is that there's not much point in defining a new condition unless you plan on using it in many places

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It's the "Sweep the problem under the rug" approach, where it compounds and compounds until you have loads of spells and features that could be summarized in a succinct condition, but aren't

opal radish
#

lmao wasnt expecting that

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but very relatable šŸ˜Ž

wintry flame
#

One of the jokes I like is when a bender asks a non-bender what element they can bend, and they respond "your spine"

opal radish
opal radish
#

Thinking about it again, it might be better if the damage dice resets whenever you decide not to spend ki on igneous strike - It becomes much more tactical, is much more about "Feeding the fire," and allows the monk to have more control over when they wanna keep their dice up

wintry flame
opal radish
#

Oh as far as conditions go - Go nuts, I'd be super down for more conditions - I'd just make them general enough that you'd use them elsewhere

wintry flame
#

I.. also remembered one thing I was aware of when I made these, but it's probably easily fixed. Since these kife were save based, you wouldn't be able to use another save kife on the same attack

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Which was a way for balance. But let's do the changes and revise that later

wintry flame
wintry flame
opal radish
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"You miss you take it instead" you take the fire damage? That's a pretty big downside IMO

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Ik what you mean about the scaling, it could get nutty

opal radish
#

But I do think it's reigned in by the fact you need to use Igneous Strike on every attack lest you want to lose the bonus

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If it's just +1, you're spending 1 ki for 1 damage

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5 ki for 15 if you hit max charge

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And that's just a lot worse

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No downside needed

wintry flame
#

It stacks after the first, right?

opal radish
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Eh, I'd let it have an immediate effect

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I think that's just a wording thing

wintry flame
#

I was under the idea of "you get an extra +1 fire damage for each consecutive time you use this feature after the first"

opal radish
#

eh, that just doesn't feel exciting

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I'd rather it build in the moment

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two eh's

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i'm becoming a creaky door

wintry flame
#

hahahahahaha

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I see your point

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I guess 15 dmg over 5 attacks is not a big deal

opal radish
#

Either way, each tier of martial arts dice is just another +1 damage mathematically (And technically worse for unarmed style, as it moves away from improved strike range)

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The only difference being it affects more things (So +1 damage on base attack rolls, and then +1 damage on rolls with ki features), and FEELS a lot better as a player

wintry flame
opal radish
#

True ĀÆ_(惄)_/ĀÆ

wintry flame
opal radish
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Yeah, I was a bit worried about d12s 😬

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I have a habit of ignoring high tier play features

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It could always be ruled as +1 (stacking) to MAd rolls over d12, but I won't die on that hill

wintry flame
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Yeah, and this wording is easier

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I'm still hung on the no damage back to yourself tho.

opal radish
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The ability is currently weak enough as is

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I'd argue it's still too weak (+1 per martial arts die rolled?)

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If we get stuck on some of these elemental abilities, we can always take it to #homebrew as well

wintry flame
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True, true

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On the other hand, the ability being too weak could be a good thing

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If the rest of strikes follow the same line, then we can keep the sub fun without overshining the rest of subs

opal radish
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The problem is that it isn't just balanced against strikes

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It's balanced against ki

wintry flame
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So it's +MAd +bonus fire damage

opal radish
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True - That said, the chance to push, slow, or prone (TBD) are all much more powerful than this as is

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So those would need nerfs as well

wintry flame
# opal radish It's balanced against ki

Mmmmhhh even with the total damage? I'm not sure how to take it into account, but without any other ki features, at 3rd level it means an additional 3.5+1; 3.5+2; 3.5+3 extra dmg over the course of 3 rounds, a total of 16.5 extra dmg for 3 ki points. An average of 5.5 extra dmg per ki point (no hit chance taken into account).

At 5th level that turns into a 2x4.5+1+2; 2x4.5+3+4; 2x4.5+5+5 for a total of 47 extra dmg with 6 points, an avg of 7.8 dmg per ki point.

The extra dmg per ki point seems to not upgrade as nicely. But overall, it is devastating

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I do need to fix some wording tho

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It would take level 12 and chain attack to make 3 attacks per turn, each with Igneous Strike

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I wonder how crazy the damage can get.

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84.5 which means 7 extra dmg per ki point on avg

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I am... Conflicted, really. The worth of each ki point spent is lesser, but the total result is greater

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What do you think about it?

wintry flame
opal radish
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The extra martial arts is quite good

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Still, it needs to be balanced around the other strike - Currently, fire is the weakest effect, but also the most consistent - You have full control over when the damage stacks, and there's no save involved

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So with that considered - Yeah, I think it's fine

wintry flame
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It's what struck my interest, if we get the other strikes on the same line, wouldn't that make this subclass equally good than the others instead of straight better?

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(And obviously that goes for other changes we might accomplish as well)

wintry flame
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Ok so, the only ideas that come to mind are:

  • Swift Strik (Air): You gain a +1 bonus to AC when you use this strike. It stacks (up to +5 maximum) and it lasts for that turn (I was gonna say on your turn, but I remembered reaction attacks). Basically, you enter strong and run away with safe AC, however, this bonus is only for hit and run combat, not meant for you to become a bastion of AC.
  • Hardened Strike (earth): You push the enemy up to 5/10 feet, no save. I wanted to say the damage type is the same as your weapon attack, but then I have to add some extra wording about it only being limited to b,p,s. I guess I could just give the choice of b,p,s. Also automatic push is really strong.
  • Gelid Strike (water): Despite havin seen a couple of effects that auto reduce speed to 0, I'm not sure if that's really fair in this case. I would probably lean towards half speed, but that doesn't sound fun. Disadvantage on an attack? How to word it in a way that stacks? It could be an attack modifier penalty that caps at -5, which lasts until the end of the creature's turn. But that would be too strong, and if I make it work with only the first attack, then it's better to just give disadvantage, so you are inclined to spread your punches.
scenic totem
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ngl i'd completely overlooked the subclasses and apparent issue with martial arts as a whole because i thought we were basically done with the monk

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anything in particular i could be helping with?

wintry flame
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We just slowed down the message rate

wintry flame
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We deemed Grappling Style to be oke with the wording fix. It might be the one to have the hardest time as of now if you don't want to focus on Strength. Because Dex as a replacement for Str was removed from Monk. As instead, using Dex for grapples was turned into a Martial Technique (a separate brew that we talked a bit on here, but I haven't posted the link to avoid distractions).

Meaning, if you want a pure Dex grappler, you need at least level 4 to take the Martial Technique feat (a half feat for physical stats and lets you pick from a massive list of martial combat abilities).

One the other hand, the issue of Str focus instead of Dex would imply you have lower AC, but only on first level. You can rely on the disadvantage of the prone condition and many ki features that increase your AC or reduce damage.

And uhm... Yeah, we just let them be for now to move on to the next pending changes. Roaring Nature.

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We are currently redesigning Elemental Strikes

wintry flame
wintry flame
scenic totem
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so martial arts and technique don't need changes?

wintry flame
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Nope

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Playtest will tell us

scenic totem
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as in, i don't need to help there for now?

wintry flame
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Exactly

scenic totem
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igneous strike ramping up seems like a weird design choice

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it gets prohibitively expensive to use all the way up there, and early rounds in combat are significantly more impactful than later ones

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pushing and slowing without saves are generally quite strong

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especially since it now works on ranged weapon monks with your class changes

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think repelling blast + lance of lethargy, but with stronger attacks

wintry flame
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The idea was based on how fire grows steadily. I tried some simple maths to check the worth of each ki spent. As I said before I am conflicted, because the avg extra dmg worth of each ki doesn't grow significantly (and going all out at 12 for 3 rounds decreases it a little), but the total extra damage is incredible

scenic totem
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round weighting is also a very important consideration

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damage early is much more impactful than damage late

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it's why swift quiver is often scorned, for example - sure you'll get 2 extra attacks by round 4, but you'll have 1 less by round 1, and break even by round 2

wintry flame
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Well, what changes can be made without getting too crazy?

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I was already reluctant to giving it an starting +1

scenic totem
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i just think that ramping up effects in general are a trap

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or like, a 2 step limited ramp up at most

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ramp up effects basically
-don't have many effects early on by design
-leave players feeling trapped, like their next set of actions has to continue the effect (sunk cost)
-in this specific case, get really expensive
+can be great later

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hm, also worth mentioning, uh, 1 ki point for 5 (guaranteed) damage?

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compare that to the uhh

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deadly precision

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which just works early on, doesn't have some kind of sunken cost, and has very high value already

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1d8 is like 4.5 damage, which is between +4 and +5

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not to mention how powerful it is to add to misses, as iirc you have your features without specified on-hit stuff work that way?

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so 1 ki point becomes, conservatively, 1d8+4 more damage

wintry flame
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I'm pretty sure Deadly Precision still states you have to use it before the attack

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So there's still some risk to it

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Unlike Elemental Strike, which trigger is upon a hit

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Although better chance to hit is usually better than the same amount in dmg

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The other option could be a +1/+3/+5 progresion

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Still within limits, just quicker

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But here on I do feel like asking in the homebrew channel just to be safe

scenic totem
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oh right yeah it does specify that

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still, conservatively stating that you get 0.65 of your damage die's value, or you add (4.5/20)th of a hit gives you uh

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2.92 and 1.9 damage respectively

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well, if you apply precision to vitals hit, more like 3.6 value

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let's say the value of deadly precision is a 3 overall

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if you spend 5 ki on fire, you'll get +(1+5)/2x5=15 damage total added, vs spending 5 ki on deadly precision... also giving you 15 damage

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plus the damage is more prevalent later than earlier, which is very important

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takes 5 ki over 2-3 rounds to just break even, and that's by expending a truckload of ki and with ungenerous assumptions for deadly precision

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2/4 progression at a minimim, but even if you kind of balance the numbers assuming high ki expenditure, it remains a "trap" because it makes players think a specific way and requires significant resource input

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1/3/5 means you break even by the third hit, which is 3 ki and a lot of attacks

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so probably like 1.5 whole rounds of attacking to break even

wintry flame
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Well, asking in homebrew didn't work

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And what you say does bring a good point.

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However, this mindset that you call it might be in line with the fire theme, unintentionally.

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@opal radish
Check out what IlliteratePig says, what is your opinion about the ramp up numbers?

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I do lean towards +1/+3/+5 more, but it's because the numbers are better looking than +2/+4/+5

scenic totem
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i'm saying just 2/4, no need for 5

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first hit is behind, second hit is tied, further hits are ahead

wintry flame
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For the moment I'll leave it as +1/+3/+5, so we can move to the others

wintry flame
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So, let's talk about the other options, on an unrelated thread they talked how automatic movement is strong, thus I'm thinking that 1 ki point for 5 ft might be a bit low, but then I can make water reduce 15 feet speed.

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Otherwise, 10 ft push vs a 15 ft speed reduction won't have that big of a difference, and then I would have to pump that speed red to stupidly big numbers

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Ugh, then I would have to reevaluate the Pinning Attack kife.

wintry flame
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@scenic totem @opal radish
I reached a block here

scenic totem
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if you're spending resources, forced movement is fine

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don't gorget 5e open hand gets it, repelling blast and grasp of hadar get it

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5e crusher gets it

wintry flame
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Open hand is a save, and everyone deems Repelling Blast op

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And Grasp of Hadar is once per turn

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Which is why I don't think 1 ki for extra damage and pushing 10 feet would be crazy, my problem comes next with Cold Strike

scenic totem
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Y'know, maybe i should refresh my memory on ki per level

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that's two things in a row where my issues stem from ki costs (i thought fire costing 4 to begin to outperform deadly precision was too pricey, and now think 1 ki to push is fine)

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i'll be out for most of the day, but i'll check the monk document again before commenting on ki costs

wintry flame
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Sure

wintry flame
scenic totem
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those too yes, but the ki was also a point

wintry flame
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So... I made a quick comparison between using DP and IS

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In summary, lower than 20 AC it's always better to use IS. At AC 20 they seem to be on par, with a tendency towards DP. Above that it's better to use DP.

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I added the ver 2 of the feature

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In the end, not a great difference, that's interesting

opal radish
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Sorry for the wait - I'm on vacation with friends rn

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I'm gonna go over everything hopefully tomorrow night, definitely wednesday morning

wintry flame
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It's fine

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I'm glad to know you're still around, but I understand we all have other things in our lives.

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I hope you're having fun

opal radish
# wintry flame <@302260272700194819> Check out what IlliteratePig says, what is your opinion ab...

@wintry flame @scenic totem Worth noting that here, this damage/bonus gained from ki is guranteed. Yeah, mathematically deadly precision + vital hit is stronger (Assuming that the monk is both unarmed fighting style and level 5), but requires you to expend ki before you hit. No hit? That's ki wasted.

Elemental strikes ensure the ki is put to use, and I'd add some value to that consistency. The options for damage don't need to be mathematically identical if you consider how they interact with the rest of the class.

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On a separate note, I think Pig raises some interesting points about "trapping" players with the sunk cost of fire attacks. A solution would be building in a payout of sorts - For example (Hypothetically assuming elemental manifestations are taken alongside elemental strikes), having Flaming Blast's damage scale off of the current tier of fire (IE 1 die at +0, 2 die at +2, 3 die at +4, etc). That said, that's not how the class is currently built, so this exact implementation wouldn't work, requires the tracking of two modifiers, and isn't very finely tuned anyways.

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With that said, I'm gonna have to go with 1/3/5 for the following reasons:

  • Cooler scaling, 3 tiers feels much more like growth than 2
  • Marginally lower damage is greatly made up for in ki consistency

Investigating an payout/exit mechanism to stop sunk cost from taking over would be something to consider, but with only 3 tiers, I think it's fine as is.

Also - Does the damage bonus apply to the first non-igneous strike hit? IE does the attack that breaks the chain still get the bonus? This could also serve as a small payout/boost.

opal radish
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That said, repelling blast also doesn't double the damage dice ĀÆ_(惄)_/ĀÆ

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Going off the of the discussion in homebrew, it's funny that earth and air are opposite elements but both contend for the same effects

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That said, I do think that air should be push and earth should be AC

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But I'm not bent on either

opal radish
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That said, I'd imagine 10-15 feet reduction is completely fine without save

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I almost want to say that it should be 15 feet reduction on gelid, and a 10 feet push on thunderous, considering you can only use the push at the end of a chain of attacks

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Actually, that's pretty iffy design, since if you miss the last attack, then it mega sucks that you didn't get to use the push to reposition your enemy then dart away, especially if you were planning on it

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That said - Flurry of blows/chain strike effectively gives you two attempts to get a hit on the last strike for a push

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I think its fine, but if someone has an idea to work around these inherent problems (Pushing removes the enemy from melee, meaning it needs to hit on the last attack), then it would greatly increase thunderous strike's viability and fun-factor

wintry flame
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Oh, I have to read a lot

wintry flame
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@opal radish
Ok, so, answering to your points:

  • While insecure for the longest time, I enjoy the idea that IS improves your fighting against low AC enemies, while you resort to DP for high AC enemies. So I'm happy with the 1/3/5 progression.
  • That said, I will implement your idea of the bonus lasting for 1 attack after the last IS.
  • Note: I was going for the AC on air approach to represent a "dance" of sort, in which you enter into your enemy's range and use the movements of air to evade attacks. And since I couldn't give earth a knock without a save, I chose pushing to represent sheer force. Hence why I said they were interchangable, because rock AC means you become sturdier, while air pushing is a blast of wind.
  • On that note, whichever element gets the pushing effect, monk has more than enough speed to push and chase. On the other hand, pushing could be seen more of a defensive tool, to keep enemies from reaching certain allies, or allowing them to disengage without an action.
  • I could consider making it a single push, but like you mentioned, it's troublesome. I would have to make it super wordy and wouldn't be fun: "You can push X amount for each consecutive attack you hit on a creature. You can choose when to push it." But no, just no.
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So far we agree on the numbers, there's still some debate around Thunderous and Rocky Strike. I don't have an issue with inverting them, but then here comes some questions I have:

  • I feel weird with earth AC lasting only on your turn, more so for a thematic reason, so I don't know if there's a way to circumvent this. Stackable damage reduction for a round? Stackable AC against the first attack targeting you before your next turn? What if the stacks decrease whenever you take damage? Temporary hit points? This last one actually makes sense.
  • After all that discussion we had about Pinning Attack, wouldn't Gelid Strike have a problem too?
opal radish
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Pushing and chasing is fine, but the problem is that if you push, you lose all following attacks as a part of that attack action

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I see what you mean about earth - You can either go the THP route, or just swap it with air again, and the problem is solved

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If Gelid is problematic, you could also just do THP instead, akin to avatar healing water

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I’m blanking on what happened with pinning, and I’m in the car rn, so I’ll check it out in a bit

wintry flame
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Right?

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Current version

opal radish
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You’re right, my bad

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Not sure where I pulled that other ruling from

wintry flame
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Which can be confusing