Why can't Monks disarm traps?
Kithrixx
Member Posts: 215
I can see it being a priest thing, like how the Clerics get Detect Traps but no way to actually circumvent them. However, it leaves me wondering, because it's not a spell like Clerics get. It's an actual skill. It mentions in the skill description that Thieves can use that skill to disarm traps, but... why can't Monks disarm them too? Just detection seems kind of useless when Clerics can do it fire-and-forget style and Monks have to be in a "find traps mode". Thieves also have to be in "find traps mode", but they can disarm the traps.
Failing a reasonable explanation being provided, I would suggest that Monks have the "Guard" button on their UI replaced by the "Thieving" button so they can disarm traps. Monks being able to disarm traps wouldn't really impact thieves all that much, as thieves can still pickpocket and pick locks and other fun stuff like that. It would also give something else to do with the stat points granted to you on leveling - currently, I just dump all of them into Hide in Shadows and Move Silently so my monk can get sneaky because there's literally no reason to put any points into Find Traps.
Alternately, we get a monk kit for Lawful Neutral that involves disarming traps. Old Order is an option, or an order that followed Oghma for a kit that was more utility-based than the offensively bent Sun Soul or Dark Moon. Or even the new order from the storyline! Just... something, if the basic monk isn't going to change.
(Note: If this would be better off in Feature Requests feel free to move it - I just felt it was better as a discussion in case there was some rule somewhere stating that Monks can't disarm traps)
Failing a reasonable explanation being provided, I would suggest that Monks have the "Guard" button on their UI replaced by the "Thieving" button so they can disarm traps. Monks being able to disarm traps wouldn't really impact thieves all that much, as thieves can still pickpocket and pick locks and other fun stuff like that. It would also give something else to do with the stat points granted to you on leveling - currently, I just dump all of them into Hide in Shadows and Move Silently so my monk can get sneaky because there's literally no reason to put any points into Find Traps.
Alternately, we get a monk kit for Lawful Neutral that involves disarming traps. Old Order is an option, or an order that followed Oghma for a kit that was more utility-based than the offensively bent Sun Soul or Dark Moon. Or even the new order from the storyline! Just... something, if the basic monk isn't going to change.
(Note: If this would be better off in Feature Requests feel free to move it - I just felt it was better as a discussion in case there was some rule somewhere stating that Monks can't disarm traps)
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Comments
I do wish there was a practical way to get through the game without a thief though.
I try to make use of it by having both my monk and thief detecting simultaneously, but the thief always finds traps first since monks get so few ability points per level anyway and usually spend them on stealth.
It gets better with DnD 3rd Ed where mutliclassing is a lot easier and you have skills (like Disable Device) that can be learned and used by every class.
Every rule set with strict classes has some flaws when it comes to logic in skilling characters.
I agree that the reasoning behind only giving monks the ability to only Find Traps is flawed. Monks train to perfect their mind, spirit, and body, so it's plausible they would learn how to disarm the traps they've been trained to find. This makes them a viable alternative to Thieves in Lawful Good parties or Lawful parties that don't want to incorporate "less respectable" character classes. Since there aren't any Lawful thieves in the BG series, Rasaad could cover the role of trap-finder/remover, making him indispensable for an all-Lawful party.
The AD&D explanation is that if the monk spent time learning how to disarm traps then he wouldn't have time to learn all his other monk skills. And similarly the mage needs to spend all his time learning spells so has no time for traps (or weaponry or lots of other skills).
But really its about how the game is designed. The designers chose to have specific tasks assigned to specific classes (e.g. mages cast arcane spells, thieves disarm traps, bards sing rousing songs). An alternative, adopted by a number of other game systems, is to have a selection of skills that can be taken by anyone.