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and I just get sad thinking about how much cooler the latter character will be in most situations. Sometimes I think about how someone could play a four-elements monk alongside another player who plays a wizard or sorcerer or something and simply says, "Yeah.but, when I cast my elemental spells all of the somatic stuff is martial arts,". Anecdotal, I know, but, I've personally never seen the monk chassis fill the hardcore martial artist fantasy its players are typically striving for. To be fair, though.I find that the entire way that the monk was designed in this edition lends itself to one of the most disappointing designs in the game.along with Rangers. I agree that the ability can be a bit too strong in a lot of encounters.to the point where spending ki on anything else just seems ridiculous most of the time. I've thought about this quite often myself.and I never feel that I've arrived at a particularly satisfying conclusion. What it does not do is nullify a creature's turn. You effectively sacrifice power (of inflicting the Stun condition) in exchange for versatility (as a damaging or defensive tool). This allows a creature to be either locked down and ignored, or you can reveal the creature's weakness and inflict a massive amount of burst damage in a single turn. Reduce this penalty by 1 each time the creature is hit by an attack, and remove the penalty at the end of that creature's turn. Target suffers a penalty to its attacks and AC equal to your Wisdom modifier, a reduction to its speed equal to 5 times that penalty, and takes extra damage from attacks equal to the penalty. What this'd mean is that the points you spend for Stunning Strike, assuming a base 70% hit chance:ģ0% of the time is an attack with 91% accuracy (effectively an attack with Advantage).Īssuming the damage of an attack is only worth about 30% of the value of Stunning Strike (that is, 3 attacks are worth about as much as the Stun condition), this would roughly reduce the power of Stunning Strike to about 80% of what it'd normally be.Īlternatively, you could have the Stunning Strike target make the choice of either a Wisdom Saving Throw to avoid being Paralyzed, Constitution for Stunned, or Dexterity to avoid being Blinded and knocked Prone.Īlternatively, make it an "exposure" type of effect that works off of the Monk's ability to land multiple attacks. If you miss, you may attempt an unarmed strike. (That said, definitely agreed that Stunning Strike is going to feel like the right answer almost every time, as far as ki expenditure.)Maybe make SS a debuff effect that is weaker but not save? -1 to AC and saves until start of the monks next turn? Stackable effect.
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(Yes, less of a doubt if the big bad happens to be the first opponent after you, but still) Maybe you'll maintain concentration, but maybe your concentration will break. Sure, you stunned the big bad, but now the tables turn and you'll be a target for its minions. (It means people can benefit, but it's not a guaranteed fight-ender, and you might not prevent them from acting on their turn.)Īlternatively, I'd look at spells for things that could be swapped.ĮDIT: Or even maintaining the Stunned condition requires Concentration. If you want more uncertainty / chance of recovery, then maybe the target reattempts the saving throw whenever they take damage, ending the effect on a success. If you're the one deciding, then maybe self-appointing restrictions (to limit use frequency / spamming)? That's a separate issue with encounter design that should still be given some thought. Still though, if a single failed saving throw by the main enemy leads to a ruined fight, they'd have the same issue with hypnotic pattern, hold person, etc. They have all these possible decisions, where to spend ki and what bonus actions to take.but then stunning strike just so often the right answer. So I would rather just get rid of it and add something more simple and cheaper.I can totally understand, it's one of my main issues playing monk. I don’t think my dm would do that, he is a very straight edge kind of guy. It is a total encounter killer, one bad roll by the main enemy and it is all over, which will lead to the dm just only letting the save work when it would not kill the whole fight. I hate the ability, it is so much more powerful than all the other abilities to the point that any use of a lo point has to be weighed against the use of stunning strike. I am playing the monk, it was my idea to get rid of it, the dm doesn’t have a problem with it.
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