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Monastic Tradition: Way of the Zen Archer [Second Draft]

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Monks are a massive pain in the behind to do anything with.

You've got the ki system, of course, which itself isn't so bad. But then you've got Martial Arts, a list of weapons which do/do not synergize with that feature, Flurry of Blows vs. the basic MA bonus attack, and a whole lot of hidden balance math that can be upset when you try and do something obscene like make monks synergize with using ranged weapons.

There's a reason the Kensei has to kind of be a mess and include "kensei weapons," is what I'm saying.

But! I have the advantage of being able to release multiple incarnations of one class archetype whenever I feel like, allowing me to fix and update much faster than a UA release.

That said, this version of the Zen Archer greatly improves the balance and feeling of the original, making the whole experience of being a bow-or-crossbow monk a much cleaner, more flavorful experience.

Hopefully.

CHANGELOG:

  • Incorporated Martial Arts directly into Bonus Proficiencies, because trying to pick and choose how the feature interacts with MA without explicitly stating it was a losing battle.
  • Spiritual Archery no longer has a bonus action attack, now using a bonus action to increase the damage of your attacks directly. It still has a Flurry of Blows equivalent option, but it waits until 5th level to coincide with Extra Attack. 
  • Immaculate Lance has its math rebalanced, giving it a higher front-end damage but lower back-end damage. It also has new verbage to allow it to be cast using 0 ki, similar to the Sun Soul monk's Searing Sunburst, and now deals no damage on a successful save. 
  • Exquisite Accuracy now only negates disadvantage, allowing advantage from things like true strike to persist. 
CONCERNS:
  • Some people expressed vague concern over Stunning Strike being available at range, but after looking it over a couple of times I can't find anything that makes it inherently gamebreaking. The most imbalanced thing I can find is pulling off a Stunning Strike / Immaculate Lance wombo-combo, and that requires careful planning and about half your ki at the level it becomes available. 
  • True strike continues to be marginally useful, but is handy if you're using your action for something other than attacking. It synergizes well with Immaculate Lance, if nothing else. 
  • The new Spiritual Archery makes advantage and disadvantage a bigger deal than it would be for a regular monk, but that doesn't seem balance-breaking by its nature. 
  • I'll miss the spirit arrow. Ah well, these mechanics are much smoother. 
WHAT I LEARNED:
  • I deeply, deeply miss how relatively easy it is to make something like a rogue. Maybe next time. 

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