| stoolpigeon87 |
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The only real difference a Dex to damage feat does is increase the amount of stat points you have to work with. It's certainly good, but DEFINITELY far from broken. Needing a feat like this to make up for a serious MAD issue is not good design, and it just adds to the list of feat tax "things you need to be an okay monk." It being a three feat chain just adds to the problem.
For comparison:
Your AC will be about the same as another martial, albeit a better touch and worse flat-footed.
Good initiative. This is the best boon of being a dex based damage dealer. But you could also take improved initiative and get more mileage here anyway for the cost of one feat.
Reflex save. Whatever, reflex saves are by a mile the least dangerous.
Monks are still one of the worst classes, all things being equal. Sure, you can make a halfway decent unarmed monk but all that system mastery and optimization is doing is overcoming the monks huge shortcomings. I don't think you should have to optimize and research the crap out of a character for it to be an okay option. ALL classes should be effective "out of the box," and we should disregard good optimization when discussing a classes overall efficacy. A player should be able to pick up a class and have it do what they expect. And the Monk fails at that.
If it were me? I'd retool the entire class and try to come up with mechanics from the top-down that reinforce the "fast and mobile harrier" type character that monks should be. Flurry is a bad mechanic for reinforcing this. And c'mon, give them full BAB and d10 HD. Why is a kung fu master worse at hitting his opponents than the big dumb fighter? Why is he less tough?
To top it all off Monks are starting to have the same problem Rogues have: other classes fill their archetype/trope/theme while both filling the role more effectively and generally being stronger mechanically.