Talk:Additional Classes/@comment-2601:89:100:6E6D:6D54:5740:8968:1E1B-20180821045410/@comment-174.2.189.115-20180927062531

Besides the fact that the abilities seem a little wierd on how they function from a narrative perspective like how pressure points can tell you any real information other than where the pressure points are is kind of mind boggling. I know the fighters ability is similar to this but it also is one done out of combat and gives approximate information and nothing specific of the numerical value other than if its higher or lower than yours. Mind of Mercury breaks game mechanics and should really be a higher level skill even if you don't think it breaks mechanics. It makes it too easy to multiclass to abuse that skill. Also most traditions have 4 skills not 6 and the second most being 5 with drunken master which isn't the greatest anyways. It seems to be a bad balance is all. It appears Matt was trying to make a tradition that assisted monks with narrative aspects instead of just combat but tried to fit in too much and then over compensated for the combat skills. Having a possible 6 reactions in one turn isn't right. At most if it was just limited to one extra it be bearable but that many is too much. Debilitating Barrage would be a fine ability if the disadvantage given wasn't automatic and instead conditional of a failed save.