User talk:Ref3rence/Celestial Fist (5e Class)

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Balancing[edit]

I am adding this preemptively. While 11 attacks appears highly unbalanced, a normal monk at 20th level deals an average of 66 damage on their turn with a non-critical maximum of 90. This class does not benefit from an unarmed die, thus every attack would deal 6 damage, thus “Quickened Strikes” is balanced. -Ref3rence (talk) 11:29, 3 September 2019 (MDT)

Hey Ref3rence, I am wondering how you calculated those average damage numbers for the monk, especially with that fact that monk's have to spend a limited resource(ki) to do more damage than normal plus the average damage output of classes looks to not be close to the numbers you have stated(see 5e_Class_Design_Guide#Balance and my look at the monk's damage output here. Even if those numbers are accurate though, there are tons of ways that you can increase your unarmed attack's damage die through 1st party material(several races, feats, the monk class, and more) let alone homebrew material. As such, it is a bad design decision to allow the class to make that many attacks as when it comes to your turn combat comes to a halt while you roll all your attack rolls along with any additional things you plan to do on your turn(ie the Pressure Point system needs a rework), and for the fact that you can not control what the damage die of an unarmed strike will be.
As for the rest of the class, there appears to be many instances of round counting, I see nonstandard save DC's(standard is 8 + proficiency bonus + an ability score modifier), the unarmored defense doesn't include Dexterity, you should never be allowed to use Constitution as an attacking stat, among a variety of other smaller issues found throughout the page(explain what +2 counts on the Tenryū Kokyū Hō feature, although the feature names are thematic they really should be in English, you should not be able to get bonuses to your attack and damage with the Strength Begets Strength feature, as CR is an arbitrary number, plus the fact that the feature is overpowered against high CR creatures, ect.).
With that said, the idea behind the class with them attacking a lot and afflicting their foes with conditions and using a variety of techniques based on your attacks is solid, but the current implementation behind pressure points and the class making so many attacks would not be fun to play while also having a variety of problems. Based on all of this, the class likely needs a major rework to actually be usable in a home game. Whether that rework entails reworking the class itself, converting it into a monk subclass, or something else is up to you.
I am sorry to be the bearer of bad news about this class, but I do hope I have explained how/why this class needs work and why in its current state it is not balanced. And if you have any other questions about all of this, I will try and answer those questions to the best of my abilities.--Blobby383b (talk) 13:24, 5 September 2019 (MDT)
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