Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If a Greataxe can hit for over 25+ points of damage why shouldn't a monk be able to?
And Tavern Brawler only boosts your strength bonus if I read it right.
That's why I skipped it.
It works if you go strength monk like I did, and multiclass with Barb :)
Currently only lvl 7 but it feels pretty damn good. Once I hit 7 I multiclassed into Barb. Then forgo some Dex/Wis added it to Con. Currently sitting at Str20 (Found a nifty thing to help get it there) 13Dex, 16Con, 8Int, 12Wis, 8Char. Having a lot of fun with the build so far. Even with the TB Feat, and 18Str. Damage was decent at 9-14 a hit with just fisticuffs.
So monks just get a free double str modifier.
I dunno, I'm just happy to have Berserker Karlach throwing her inventory of axes at people really hard.
And sometimes furniture for fun.
Or gnomes when available. Ohhhh man, I should have Gale summon familiars for her to throw. I'm a monster.
Tavern Brawler is absolutely busted. A hidden +1 to Strength on top of these insane effects is just way too much for a singular feat. This essentially turns 20 Strength into 30 Strength for unarmed, improvised, and thrown weapons, which results in an absurd chance to hit as well as bonkers damage. I understand it might seem "not fun" to tweak it, but essentially makes martials only want to build around this feat. Great Weapon Master and Sharpshooter, the typical picks for people using that type of weaponry in 5e, are actually pointless to pick, which is actually extremely impressive that they manage to make something so powerful it nullifies them both.
Attacking at range? Use Tavern Brawler. Not only do javelins seem to not follow any sort of rules about range resulting in disadvantage, they also bafflingly benefit from falling damage. You cannot convince me that this is a feature that should work this way as physics suddenly mattering should not be a thing. Especially after testing with a 50 pound heavy chest that literally did 1 damage from a 20 foot drop-throw onto a minotaur. Why on earth would you take a -5 to hit/+10 damage when you can do essentially the same damage with no risk at the same ranges?
You want to be in melee? Why? If you want to do big damage with Strength, there's no better way than to do it with throwing javelins. If you go Frenzy Barbarian, you can do 3 of these devastating tosses by level 5, requiring you to only just carry a bunch of them. Great Weapon Master? Again, there's no point. The massive damage here makes the terrible risks you put yourself in against extremely dangerous creatures in melee not worth it at all. The -5/+10 again don't at all justify picking. Just do the same if not more damage (especially from high ground) at range. Terribly lame design.
I simply disagree with anyone claiming this isn't too powerful, the facts do not back up this claim. God forbid you also stack the multiple items put in the game for additional d4s to thrown weapons.
And if you don't throw things? Well, it's absolutely dumb not to do it, that's for sure, but this is even crazy good if you just unarmed strike. Every single Monk should get the hell out of Monk as quickly as possible. Take a level dip to get the bonus action punch and leave to Barbarian. You may not be doing as much damage as a Great Weapon Master barbarian, but it's damn near close and if you factor in how much you'll probably miss, I would argue you probably are doing the same if not more. You have to remember you'd be punching at advantage with a double your strength modifier to hit instead of a huge -5 penalty.
I have no idea why Tavern Brawler was implemented this way and then feats like Shield Master are put in the game, which lost its most useful effect from 5e, which is a bonus action attempt to shove a target prone. This is a glaring, GLARING disparity in power.
Thief rogue can solo entire encounters with the athlete feat of all things because it abuses ai navmesh. It turns out when you can jump to crazy places ai cant reach and hide there they just stand around yelling at you.
Performance gives you gold for free!
Sentinel and polearm master let you cuck enemies and enforce social distancing mandates.
And tossing around gnomes is hella entertaining.
Never forget that we are talking about a singleplayer game, the worst that can happen is you yourself ruining your own game by winning every fight with broken mechanics.
Some folks enjoy this, others can just NOT use the broken stuff.
ROFL, best line of the day on the forum.