
Krigare |

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it appears as though your changes from core monk are:
1) bonus to attacking with single unarmed strike equal to AC bonus (+1/4)
2) Ki Pool abilities (+2 DC Stun, Swift Move, WIS to Maneuvers)
3) enhancing Ki strike, and adding magic weapon abilities to it
4) Improved Maneuver Training at 10th
5) Penetrating Strike at 16th
6) capstone

Krigare |

Pretty much rainzax. Added Two Weapon Rend to the bonus feats list at 10 and there's a slight boost to flurry of blows (+1 to hit at 9 and 14), and altered wholeness of body.
The idea wasn't to rewrite the whole class, just tweak it some, add to some of the abilities without a) overdoing it and b) invalidating the current archetypes.

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i tried to rewrite the monk without over-doing it and anyway i'm interested to know what you think as well. i am very bothered by a table that starts you off to hit at -1! ha ha.
as i have seen a few monk revisions now, i think yours accomplishes what are a lot of the forum critiques - enhancement bonus to hit, damage resistance bypass, greater mobility, higher stun DC - to name a few.
three constructive criticisms:
1)
the one thing that feels weird is the distribution of the bonuses to CMB rolls. +WIS for 1 Ki and +2 at 10th, +1/3 thereafter is kind of an awkward spread.
i think a simple +1 per 2 levels is more elegant and would give you a very similar distribution.
(is +10 by level 20 too high a constant bonus to CMB?...)
2)
it has been said that paying Ki to gain enhancement bonuses (which other characters get from magic gear) is an uphill climb for the monk. but i see yours remains active for 1 minute (10 rounds). i guess that is cool. however your 'swift economy' could get backed up here...
3)
that bonus to hit at 9th and 14th seem a little random. i dunno.
cheers
...
as an aside,
is there a 'throw' maneuver?
you know, where you grab a creature in front of you and drop it behind you prone?
that'd be cool...

Xenh |

I wonder if the monk would be fixed if it simply had a much larger 5' step than the other classes.
Make the 5' step half the monk's speed and suddenly you're doing full attacks more often than everyone else. It might be a flurry of misses, but you would be the most mobile fighter on the field of battle, which is sort of how I would envision a monk anyway.

master arminas |

Okay, I read it through and there are some good things here, but also some points I want to bring up. Anything I don't comment on is good as is.
1. How about adding Two-Weapon Defense to the bonus feat list as well? With the proviso that a monk can add the bonus when using unarmed strikes.
2. I like the bonus to hit at 9th and 14th level for flurry of blows. That little change helps out a lot on the hitting front.
3. The ki pool should be boosted to at least level + Wisdom. 1/2 level + Intelligence is fine for the magus, who also has 6 levels of spell casting ability (plus cantrips). But both the Bard and Barbarian have 4 rounds + pertinent modifier at 1st level for their abilities, +2 for each additional level.
A 10th level monk has 5 + Wisdom points, whereas at the same level a Barbarian or Bard has 22 + Wisdom rounds. The monk also to pay more ki for some powers, and except for your ki enhancement bonus, pretty much every monk power lasts for 1 round.
4. I like the ki enhancement, but the paucity of ki means it is going to be quickly burnt through in a perhaps a single combat.
5. "Move a distance up to the bonus granted by his Fast Movementability." Move this distance as a swift action, or gain an extra move action, or what? Needs to be reworded to be clear. I think you are meaning spend 1 ki as a swift action to gain an extra move action of the fast movement bonus, thus allowing a full-round attack after moving 10'-60' feet, depending on level, but it isn't clear.
6. Wholeness of body: "can heal his own wounds as a standard action. He can use lay on hands as a paladin equal to his monk level -4 by using 2 points from his ki pool." Can the monk heal others with this? If not, should it be a swift action, like the paladin's lay on hands when used on himself? Otherwise, I like it.
7. Improved maneuver training. Very nice. This will make the monk the class for maneuvers, especially when combined with the ki power to gain Wisdom as a bonus on Combat Maneuvers.
8. You didn't fix abundant step. :(
9. Or diamond soul. :( :(
10. Penetrating Strike is good, but 16th is REALLY late to be able to ignore 5 points of DR. And by this point in time, you are already already ignoring all metallic- and alignment-based DR with the ki enhancement on attacks. Since PS doesn't work on DR x/-, that means only slashing, piercing, and bludgeoning remain.
11. Eh, it is still weak for a capstone.
And that's it.
MA

Krigare |

Okay, I read it through and there are some good things here, but also some points I want to bring up. Anything I don't comment on is good as is.
1. How about adding Two-Weapon Defense to the bonus feat list as well? With the proviso that a monk can add the bonus when using unarmed strikes.
Honestly didn't think about it lol. I've always thought it was a bit of a waste of a feat, but adding it in wouldn't break anything as far as I can see.
2. I like the bonus to hit at 9th and 14th level for flurry of blows. That little change helps out a lot on the hitting front.
3. The ki pool should be boosted to at least level + Wisdom. 1/2 level + Intelligence is fine for the magus, who also has 6 levels of spell casting ability (plus cantrips). But both the Bard and Barbarian have 4 rounds + pertinent modifier at 1st level for their abilities, +2 for each additional level.
A 10th level monk has 5 + Wisdom points, whereas at the same level a Barbarian or Bard has 22 + Wisdom rounds. The monk also to pay more ki for some powers, and except for your ki enhancement bonus, pretty much every monk power lasts for 1 round.
This I imagine comes down to a point of view issue. If you view ki as a resource a monk should be using every single round in combat, then yes, level+wisdom bonus makes sense. But I see it as ki is a resource a monk spends when he wants to make sure something gets done (boosted DC/AC, extra attack, etc) and so to keep it in line with other classes, the ki pool as is works well. Especially considering that there are plenty of magic items that help with ki efficiency. Like I said, it is a point of view issue I think. And the bard (a buffer class) and the barbarian (a full bab frontline class) aren't good comparisions to make in my opinion. The 3/4 bab offensive classes all have either a limited use (inquisitor) or limited pool (magus, ninja) so I kept the monk the same.
4. I like the ki enhancement, but the paucity of ki means it is going to be quickly burnt through in a perhaps a single combat.
At low levels, probably, but that applies to every class. When the monk gets the ki pool its 2+wisdom modifier (6 or more points in my experience, depending on build). As I said above, it isn't a resource I think should be getting spent every round. When a monk burns ki, it should be because the expenditure is worth it. Not a use it all the time resource.
5. "Move a distance up to the bonus granted by his Fast Movementability." Move this distance as a swift action, or gain an extra move action, or what? Needs to be reworded to be clear. I think you are meaning spend 1 ki as a swift action to gain an extra move action of the fast movement bonus, thus allowing a full-round attack after moving 10'-60' feet, depending on level, but it isn't clear.
And that is why putting stuff up for others to look at is good. Yeah, it is supposed to be use the ki point, move the distance as a swift action. Or spend the ki point as a swift action, move the distance as a free action. Either way it gets worded, the intent was what your thinking, use a ki point to move 10-60 feet still enabling a full round of attacks. Helps with the mobile fighter aspect without being pounce.
6. Wholeness of body: "can heal his own wounds as a standard action. He can use lay on hands as a paladin equal to his monk level -4 by using 2 points from his ki pool." Can the monk heal others with this? If not, should it be a swift action, like the paladin's lay on hands when used on himself? Otherwise, I like it.
See, this is one I thought I worded right. Use a standard action to spend ki to heal yourself. I totally ditzed on the paladins lay on hands having a different action type based on target, which is sad, because I love playing hospitalar paladins. Going to rewrite it after this.
7. Improved maneuver training. Very nice. This will make the monk the class for maneuvers, especially when combined with the ki power to gain Wisdom as a bonus on Combat Maneuvers.
Well, with this, even without spending ki the monk is roughly even with a fighter on CMB. Between feats and spending a ki, if a monk wants to specialize in a manuever, I figure this gives them a fighting chance to succeed.
8. You didn't fix abundant step. :(
9. Or diamond soul. :( :(
Ok, maybe just me. But...I'm not sure what the issue is with them. I think they work decently as is, and are (for me anyway) somewhat iconic monk abilities, as they had these way back when.
10. Penetrating Strike is good, but 16th is REALLY late to be able to ignore 5 points of DR. And by this point in time, you are already already ignoring all metallic- and alignment-based DR with the ki enhancement on attacks. Since PS doesn't work on DR x/-, that means only slashing, piercing, and bludgeoning remain.
I'll admit, Penetrating strike wasn't thrown in for power. It was put in because a) this is where ki strike(adamantine) came in, and b) I think by level 16, a monks unarmed attacks should be butch enough on their own to punch through some DR. At first I had it as Greater Penetrating Strike, but I was worried ignoring 10 points of DR might be a little over the top. Then again, it also lets them go through 5 points of DR x/-, so its a consideration.
11. Eh, it is still weak for a capstone.
Well, its better than the original lol. It ups the ki pool, allows several uses of ki to become free actions (lets face it, in a game where action economy is listed as a balancing issue, that is big) and provides some DR. Could it be better? Probably. Would that, along with the other changes, make it a little to much? I'm inclined to say yes, but I wanted to get some feedback and all, catch the obvious editing/clarity errors that is in any written work before I went and asked my DM to let me playtest this.
As I've said before, the whole point of this was to bring the monk up to parity with the other front line classes. The biggest issue comes up in that the definition of 'front line' these days. Fighter, Barbarian, Magus, Inquisitor, Ranger, Druid, Cleric, Cavalier, all these are front line, and there is a vast, vast gap in power level and ability between them. Makes it hard to shoot for a comfortable medium.

Krigare |

Wholeness of body needs a whole revision on it's own. Action economy means that in a fight you aren't even going to waste that ki on healing, if you are low on hit points you burn the ki on AC to avoid taking more damage.
Out of curiosity Dabbler, do you think it would break the action economy if the monk could activate it the same way a paladin lay on hands themselves? As a swift action.

Dabbler |

I considered it in my design, then realised that I would probably never use it this way if playing a monk. I mean, if I am getting hit often enough to need to heal myself in combat, which is better: +4 AC or +7 hp? AC, every time.
In my mystic monk I changed it to also enable healing of ability damage and drain, and negative levels. That IS something that ill be useful, as the party healer may not have the spells to hand. It makes the monk's theme of 'independence' more viable too.
The problems with Abundant Step and Diamond Soul are twofold:
1a) Abundant Step is next-to-useless without the Dimensional Agility feat.
1b) Diamond Soul is powerful but actually stops your own allies from buffing or healing you mid-combat. Even friendly spells have to get past it.
2) Both these abilities are not optional, you get them and have to deal with it.
I fixed the issue by making them optional as Mystic powers. Take them if you want to pay the feat-tax or deal with the problems, take something else if you would prefer it.
In fact I am going to edit my Mystic monk to make the Dimensional Agility feat-tree available if the monk selects abundant step as a power.

Krigare |

I considered it in my design, then realised that I would probably never use it this way if playing a monk. I mean, if I am getting hit often enough to need to heal myself in combat, which is better: +4 AC or +7 hp? AC, every time.
In my mystic monk I changed it to also enable healing of ability damage and drain, and negative levels. That IS something that ill be useful, as the party healer may not have the spells to hand. It makes the monk's theme of 'independence' more viable too.
The problems with Abundant Step and Diamond Soul are twofold:
1a) Abundant Step is next-to-useless without the Dimensional Agility feat.
1b) Diamond Soul is powerful but actually stops your own allies from buffing or healing you mid-combat. Even friendly spells have to get past it.
2) Both these abilities are not optional, you get them and have to deal with it.
I fixed the issue by making them optional as Mystic powers. Take them if you want to pay the feat-tax or deal with the problems, take something else if you would prefer it.
In fact I am going to edit my Mystic monk to make the Dimensional Agility feat-tree available if the monk selects abundant step as a power.
No no, I mean, what it for the 2 ki and a swift action you were healing yourself like a paladins lay on hands, multiple dice of healing at a time? The level x 2 thing is garbage, no argument. It is definitely a holdover to older versions of the game and I am surprised it has stayed around as long as it has.
Ok, as far as Abundant Step, I'm going to think about that one and see what I can come up with, but as it is, I don't really see it as an issue, there are more uses for Dimension Door than just in combat, so altering it doesn't feel right. And Dimensional Agility has no prerequisites the monk doesn't meet when he gains Abundant Step, so I'm not sure I see the point in adding it to the bonus feat list.
As far as Diamond Soul goes, SR can be dropped (yes, takes a standard action, leaves you open to all spells, not just friendly ones etc) but how often does that actually come up? I am not saying it can't be an issue, but is it a corner case issue that comes up off and on or an omg, all the time issue?
And while its technically quibbling, they are replaceable, with the Qinggong Monk archetype. I know, I know, not everyone allows it, its still in the base class and all, but still...not really sure your point #2 is as valid as 1a and 1b.

master arminas |

Ok, as far as Abundant Step, I'm going to think about that one and see what I can come up with, but as it is, I don't really see it as an issue, there are more uses for Dimension Door than just in combat, so altering it doesn't feel right. And Dimensional Agility has no prerequisites the monk doesn't meet when he gains Abundant Step, so I'm not sure I see the point in adding it to the bonus feat list.
True, but it feels like to players they get shafted. Okay, you can Dimensional Door. AND you can do it as a move action. But, it ends your turn just like the spell does AND you cannot take anyone with you. In 3.5 you could take others with you. Of course, you could only do it once per day back then, but you weren't speaking very limited ki either to do it.
Further, you get Abundant Step at 12th level, the soonest you can take Dimensional Agility is 13th level, when you get your next feat. Either the monk class needs to ditch that "no actions after the spell" bit, OR, it should go back to being able to take up to your maximum load.
In my opinion, anyway. Of course, I would like to see BOTH options applied, but then I am often called out for wanting too much. LOL
As far as Diamond Soul goes, SR can be dropped (yes, takes a standard action, leaves you open to all spells, not just friendly ones etc) but how often does that actually come up? I am not saying it can't be an issue, but is it a corner case issue that comes up off and on or an omg, all the time issue?
Here's the thing, back in 1st edition, when you got SR it applied only to hostile spells. That they dropped that in 3.0/3.5/Pathfinder is one of the many things that frustrate me to no end. Just put a few words in there: "Diamond soul only applies to harmful effects." Bam! Fixed. Of course, it might strain disbelief by doing that, but that is the way it was for a long time. And it is just seven words. Easy to do and fixes the problem neatly.
MA

Krigare |

Krigare wrote:Ok, as far as Abundant Step, I'm going to think about that one and see what I can come up with, but as it is, I don't really see it as an issue, there are more uses for Dimension Door than just in combat, so altering it doesn't feel right. And Dimensional Agility has no prerequisites the monk doesn't meet when he gains Abundant Step, so I'm not sure I see the point in adding it to the bonus feat list.True, but it feels like to players they get shafted. Okay, you can Dimensional Door. AND you can do it as a move action. But, it ends your turn just like the spell does AND you cannot take anyone with you. In 3.5 you could take others with you. Of course, you could only do it once per day back then, but you weren't speaking very limited ki either to do it.
Further, you get Abundant Step at 12th level, the soonest you can take Dimensional Agility is 13th level, when you get your next feat. Either the monk class needs to ditch that "no actions after the spell" bit, OR, it should go back to being able to take up to your maximum load.
In my opinion, anyway. Of course, I would like to see BOTH options applied, but then I am often called out for wanting too much. LOL
Eh, they can take objects, just not other people, and waiting one level isn't to bad IMO. While I do agree it isn't ideal as is, not overpowering it becomes an issue. Like I said, I'll put some thought into it.
Quote:As far as Diamond Soul goes, SR can be dropped (yes, takes a standard action, leaves you open to all spells, not just friendly ones etc) but how often does that actually come up? I am not saying it can't be an issue, but is it a corner case issue that comes up off and on or an omg, all the time issue?
Here's the thing, back in 1st edition, when you got SR it applied only to hostile spells. That they dropped that in 3.0/3.5/Pathfinder is one of the many things that frustrate me to no end. Just put a few words in there: "Diamond soul only applies to harmful effects." Bam! Fixed. Of course, it might strain disbelief by doing that, but that is the way it was for a long time. And it is just seven words. Easy to do and fixes the problem neatly.
MA
SR in 1st edition was a while different animal. And, honestly, I'm not sure making monks an exception to the rule is a good idea. Not sure it isn't an idea either. Then again, some of that probably comes from how the SR rules are worded in different parts of the books. In the magic section, it says to treat harmless spells vs spell resistance like you would harmless spells for saving throws, you could make one but you don't have to. But in the special abilities section, there is no mention of that. Makes me inclined to not mess with it, and let DM's sort it out in a way that works for their tables.

Dabbler |

No no, I mean, what it for the 2 ki and a swift action you were healing yourself like a paladins lay on hands, multiple dice of healing at a time? The level x 2 thing is garbage, no argument. It is definitely a holdover to older versions of the game and I am surprised it has stayed around as long as it has.
Not sure that would be any good either, certainly for mid-combat. Too many other things to spend that swift action on that involve either not taking damage or else dishing it out. It works for the paladin because he has nothing else to spend swift actions on. The monk has plenty, and that makes the ability a lot less useful. It is a step up from "utter waste of space" on the table, though, which is where it is at the moment.
Ok, as far as Abundant Step, I'm going to think about that one and see what I can come up with, but as it is, I don't really see it as an issue, there are more uses for Dimension Door than just in combat, so altering it doesn't feel right. And Dimensional Agility has no prerequisites the monk doesn't meet when he gains Abundant Step, so I'm not sure I see the point in adding it to the bonus feat list.
There isn't much you can do with a self-only dimension door, frankly, that do not come down to "Run away!" It's great if you can take the party with you, great if you have Dimensional Agility, but not otherwise. The feat is a feat tax, being able to get the subsequent feats as bonus feats mean that as you get abundant step at 12th level you might get enough of them to be fun BEFORE the campaign ends. Maybe.
As far as Diamond Soul goes, SR can be dropped (yes, takes a standard action, leaves you open to all spells, not just friendly ones etc) but how often does that actually come up? I am not saying it can't be an issue, but is it a corner case issue that comes up off and on or an omg, all the time issue?
Three times in the last combat the party was in, last Thursday. Once for the magus casting haste, twice for healing mid-combat.
And while its technically quibbling, they are replaceable, with the Qinggong Monk archetype. I know, I know, not everyone allows it, its still in the base class and all, but still...not really sure your point #2 is as valid as 1a and 1b.
That's the point, it's an ARCHETYPE and not the core class. The core class has to take the rough with the smooth, and frankly it's nice to have the option to take a class feature that is less of a hindrence, maybe less of a benefit, but at least that doesn't gimp you with feat-taxes or asking your allies to take Spell Penetration just to buff you.

Krigare |

Well, Dabbler, your suggesting spending that same swift action to get a +4 bonus to AC, so maybe spending it instead to heal yourself might do the job better depending on the fight.
As for Abundant Step...It is one level afterwards they have an open feat slot and could take dimensional agility. In combat utility is not the only basis for judging powers, and that is why I'm not 100% sure about changing it.
And yeah, Diamond Soul can come into play. I'd say that is more of an issue with how the SR rules are written than the ability. When SR: Yes (harmless) references you to saving throws saying the assumption on harmless spells is you fail voluntarily but can save is you chose in the Magic section of the rules but in the Special Abilities section says it has to be dropped as a standard action for any spell allowing spell resistance to pass...which is it? Personally, I'm inclined to say the intent is to let harmless magic through unless you choose to resist but RAW seems more like it is always on unless you drop it.

Dabbler |

Well, Dabbler, your suggesting spending that same swift action to get a +4 bonus to AC, so maybe spending it instead to heal yourself might do the job better depending on the fight.
It's almost always better to avoid taking damage in a fight than to heal it. Like I say, swift action is an improvement but only a minor improvement.
As for Abundant Step...It is one level afterwards they have an open feat slot and could take dimensional agility. In combat utility is not the only basis for judging powers, and that is why I'm not 100% sure about changing it.
Having to spend the feat is still a feat tax to use the ability properly. Without the feat, the ability is vastly diminished in value. It's like giving a ranger favoured terrain, and then having most of the abilities unusable until you take a 'Use Favoured Terrain' feat.
How many other classes gain special abilities that they need a feat to enhance to work as intended? And can't actually get said feat until after they have had the ability for a level? I think you will find it is a very small number.
A feat should enhance an ability, but the ability should have more worth without the feat.
And yeah, Diamond Soul can come into play. I'd say that is more of an issue with how the SR rules are written than the ability. When SR: Yes (harmless) references you to saving throws saying the assumption on harmless spells is you fail voluntarily but can save is you chose in the Magic section of the rules but in the Special Abilities section says it has to be dropped as a standard action for any spell allowing spell resistance to pass...which is it? Personally, I'm inclined to say the intent is to let harmless magic through unless you choose to resist but RAW seems more like it is always on unless you drop it.
Unfortunately the wording makes clear that to gain a beneficial effect, you have to consciously drop the SR. Heaven help you if you are unconscious with bleed damage and all that can help you is a wand of CLW...

Krigare |

Mkay, so was thinking about it, and figured I might try this...
Altering wholeness of body to include a flat resist vs ability drain and damage/level drain/negative energy, also allowing for them to heal ability damage/drain naturally.
Replacing Penetrating Strike with Greater Penetrating Strike, so it is more useful.
I'm still iffy about Abundant Step, but I was thinking of taking a page out of the Qiggong Monks playbook anyway and giving a set menu of abilities things could be replaced with.
Thoughts?

Krigare |

Ok, I hit up the wholeness of body ability, reworking it a little bit.
I also switched Penetrating Strike to Greater Penetrating Strike, at 16 I don't think that will be to over the top.
As far as menu abilities go, my only issue with that is it feels like it steps on Qiggong archetype.
I'm thinking maybe swapping Abundant Step and Diamond Body on the level up chart, so that the monk gets Abundant Step at 11 (when they get an open feat slot) might be an ok trade off? I dislike the idea of them taking a feat at 10 with the bonus feat that isn't usable until 12.
And I know it probably isn't a popular line of thought, but I don't think altering Diamond Soul is a great idea. SR can be pretty powerful, and while yes, for friendly spells you have to spend an action and drop it, that is part of the cost of having it. I view it as being similar to a barbarian and the superstitious rage power.

master arminas |

Under Unarmed Strike you say:
Beginning at 4th level, whenever the monk makes an unarmed attack that is not part of a flurry, he gains a +1 bonus to hit. This bonus incresaes by 1 for every four monk levels thereafter, up to maximum of +5 at 20th level.
I like this, but am really wondering, why not just go ahead and give the monk full BAB? That would remove the need for maneuver training (class level instead of BAB), would boost a standard attack or attack of opportunity as above, and would not change the flurry attack bonus (especially with your adding +1 and then +2 on flurry attacks).
Really, all that keeping the medium BAB is doing is complicating the character, since it only applies when selecting feats. All other uses are now at full BAB, not medium.
Just a thought.
MA

Krigare |

Mainly because it is limited to unarmed attacking. It doesn't apply when he uses a weapon, and making him a full BAB class would alter the balance of when the monk gets access to certain feats.
The entire point of that being phrased that way is to help the monk when he is striking unarmed outside of a flurry to have accuracy similar to that within a flurry. It always seemed silly to me that he can throw out this flurry of unarmed attacks fairly accurately, but taking the time for a few well places blows, or on his AoO's, his accuracy went down. So...thats why I did it that way.
And honestly, the way it is now is a change, since it had been worded as follows:
...whenever the monk makes a single unarmed attack...
but I was looking at the archetypes and realized that any monk that traded away flurry of blows would have the accuracy issues still, unless they limited themselves to standard action attacks. And since one of my goals of this revision is to not invalidate the items and archetypes already published for monks, that seemed the best way.

Tels |

The problem with the Monks SR is that the enemy casters are likely going to be equal to, or higher than, your level.
A level 10 Monk vs a level 10 enemy Wizard means the Wizard has a 50/50 chance of overcoming SR. A level 11 or higher, Wizard simply has increasing odds of overcoming your SR.
So the friendly allies casting spells have a 50% chance to affect you with the buff/heals, while the enemy wizard has equal or better odds of getting that spell off.
If I were to re-write Diamond Soul, it'd be something like...
The monk's inner focus manifests itself in a spiritual clarity. The monk gains spell resistance equal to 11 + his monk level. Alternatively, the monk may voluntarily lower his spell resistance as a standard action that lasts until he raises it again. While his spell resistance is lowered, the monk gains a bonus on saves versus spells, and spell-like abilities equal to +1 for every 4 monk levels he has (rounded down). In addition, the monk may make a saving through against any spell that allows spell resistance, even if one is not normally allowed.
This allows the Monk to still maintain a defense, but one that isn't as big a hindrance as SR is.

Krigare |

Thing is, the monks SR is 10+class levels. So assuming his friends have absolutely no boosts to get through SR, yes, its 50/50...in combat. I'm not sure about you, but almost every caster I've been in a game with (and for sure every caster I've played) has taken at least Spell Penetration.
Yes, against the BBEG it won't stop everything, but it helps more than it hurts. Reducing it to just a save bonus like what your talking about (and boosting it overall by 1 point) means that for most monks, they will just drop it as a standard action every morning and cruise along with their save bonus, including the ability to make saves VS spells that normally don't allow saves (like Shocking Grasp) making those spells in many cases, utterly useless versus the monk.
My honest recommendation is that if SR seems like such a hindrance, take the Qiggong Monk archetype and swap it out. The hindrance caused by SR is part of the balancing factor, because it is so powerful, and can shut a caster down entirely. And yes, I have done that, although it helped that the DM was rolling horrid for spell penetration that night on the BBEG.

Tels |

I didn't mean to typ 11, I use my number pad to enter in numbers, and I hit 11 instead of 10.
The thing is, the majority of the time, my Monk would run around with SR on, as that helps deal with mook casters, or creatures with spells or SPA that don't have a caster level equal to their hit die or CR. They may have a lower caster level than the monk, and his SR is great against them. But when going up against the BBEG? I'd switch it over to the bonus to saves aspect, so my allies can buff me appropriately, while still being a major thorn in the side of the caster as I shrug off spells I normally couldn't, while pounding their face in.