The Monk can be an excellent choice for characters in the current edition of Dungeons & Dragons, especially if players are looking for simple choices on weapons and armor. However, that doesn't mean creator Wizards of the Coast can't improve the class when moving from D&D 5E to 6E.
There are a few shortcomings that can be improved upon in the case of the Monk class, some intentionally built for balance and others that were likely never considered in the first place. Beyond some limitations imposed in the current edition of Dungeons & Dragons, the Monk also has a lot of potential when it comes to introducing new subclasses in the form of the Monastic Traditions.
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One major difficulty when it comes to balancing melee classes like the Monk or even Fighters in Dungeons & Dragons is finding a way for them to work well in a party setting and be able to take on some fights alone. No player wants to be able to take down an Ancient Red Dragon or a Tarrasque on their own, since the comradery of beating these massive monsters together is a major draw to these tabletop adventures. However, smaller occurrences like bar brawls, street muggings, and matches in a coliseum should be achievable without needing an entire party to back up the player.
Monks already have one of the most important aspects of staying alive in solo fights as a part of the base class. That would be the ability to self-heal, which for Monks comes in the form of the Quickened Healing class feature that allows the player to use Ki points to regain hit points. While this feature can help in a bind, the payoff is remarkably low when compared to Dungeons & Dragons' more powerful healing magic. At lower levels it
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