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Two questions regarding Class Kits

1: Will the new IWD:EE kits be implemented in BG:EE and BGII:EE?

2: Will there be a Monk kit that can actually disarm the traps that they are able to detect?

Comments

  • DragonspearDragonspear Member Posts: 1,838
    edited October 2014
    1. I have no clue, but it wouldn't surprise me if they added them.
    Post edited by Dragonspear on
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited October 2014
    I'm rooting for #2...and a backport to bgee.
    Edit: I believe it's been said in some interview or other that there will be new kits
  • FardragonFardragon Member Posts: 4,511
    It seems rather unlikey. Why would they? What order would they belong to? The Order of Trap Haters? The Order of Lets Make Thieves Redundant?
  • kcwisekcwise Member Posts: 2,287
    1. I think it's a good bet.

    2. I would be very surprised if they added a trap disarming monk kit, but it wouldn't be without precedent. The AD&D monk had more in common with the thief class than the priest class. Monks had Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Hear Noise, and Climb Walls abilities which they performed "at identical level of experience to that of a thief."

    When AD&D 2nd Edition came along the Monk was no longer a main class, but added later as a priest variant in supplemental books. Interestingly, the 2nd Edition monk actually had access to priest spells and didn't have many of the abilities you see in BG games. It seems like the Monk as we see it in BGEE, BG2EE, and soon in IWDEE is a hybrid of concepts from AD&D and 3rd Edition. Why they chose to keep find traps in is anybody's guess, but it's not useless since it can free up a thief in your party to focus on disarming traps and other skills.
  • FardragonFardragon Member Posts: 4,511
    edited October 2014
    I suspect the reason BG monks got find traps is it was technically easy to implement.

    I imagine the reason the don't get "remove traps" is the same reason that non-rogues are barred from removing the most difficult traps in 3rd edition: it makes the thief/rogue class redundant. Why take a Thief when a Monk can deal with traps and kick-ass too?!
  • JarrakulJarrakul Member Posts: 2,029
    I dunno, low-level monks are pretty terrible. I'd honestly rather have a thief for combat, because at least thieves can use bows. At higher levels monks definitely get better, but thieves get things like detect illusion, really good traps, and eventually fantastic HLAs. I'm not sure what the rationale is for monks being able to remove traps, but I don't think it'd make thieves redundant.
  • KithrixxKithrixx Member Posts: 215
    Fardragon said:

    It seems rather unlikey. Why would they? What order would they belong to? The Order of Trap Haters? The Order of Lets Make Thieves Redundant?

    Icewind Dale II had the Old Order, who could multiclass to Rogues. That said, allowing monks to disarm traps that they detect would not make Thieves redundant because Thieves can pick locks, pick pockets, and steal items whereas Monks cannot. Thieves can also make use of bows.
    Anduin said:

    Personally, I would love a monk kit that could detect traps, but then simply walk over them unaffected, without setting them off. That would make more sense.

    Their natural dexterity obviously permits this.

    Obviously, there hide in shadows would be detrimentally effected... Or there special attacks... Not sure how you would like to handle the downside.

    I personally would prefer that they lose stealth, considering I never use it. Either Stunning Blow or Quivering Palm could be cut and I wouldn't shed a tear (but only one of them, not both).
  • FardragonFardragon Member Posts: 4,511
    Jarrakul said:

    I dunno, low-level monks are pretty terrible. I'd honestly rather have a thief for combat, because at least thieves can use bows. At higher levels monks definitely get better, but thieves get things like detect illusion, really good traps, and eventually fantastic HLAs. I'm not sure what the rationale is for monks being able to remove traps, but I don't think it'd make thieves redundant.

    Bow? Meh, monks can use darts, so no advantage there. Thieves can just about hold their own in a fight if you mess around with backstabs and traps, but the level of micromanagement required makes them not fun for a lot of players. But after around level 8 monks can just charge in and kick awesome butt. APR rules.

    I reckon the only way to balance a trap disarming monk is to remove their APR advancement.
  • KithrixxKithrixx Member Posts: 215
    Fardragon said:

    Bow? Meh, monks can use darts, so no advantage there. Thieves can just about hold their own in a fight if you mess around with backstabs and traps, but the level of micromanagement required makes them not fun for a lot of players. But after around level 8 monks can just charge in and kick awesome butt. APR rules.

    I reckon the only way to balance a trap disarming monk is to remove their APR advancement.

    Magical or non-magical, bows and arrows are far more common than darts. Besides, if we really want to get pedantic, a lot of classes are capable of "replacing" other classes with the right composition - Druids are capable of "replacing" Clerics, Paladins and Barbarians are capable of "replacing" Fighters, so on and so forth. It wouldn't be the end of Thieves and Rogues if Monks could disable traps.
  • JarrakulJarrakul Member Posts: 2,029
    kcwise said:

    I'm not sure why disarm traps should be any more protected than any other thief ability. Open locks can be handled by wizards with a knock spell. Pockets can be picked by Bards, and by a certain wizard familiar. Detect Illusion is an ability which mimics several wizard spells. Hiding in Shadows and Moving Silently are abilities shared by other classes and by both wizard and cleric spells. Even trap setting can be accomplished to some degree by the use of wizard spells.

    I think, for the record, the issue is precisely that trap removal is really the only important thing a thief can do that can't be mimiced well enough by some other class. Which isn't to say I think that the thief needs to have totally unique abilities to be valuable, but that's the concern.

  • FardragonFardragon Member Posts: 4,511
    Kithrixx said:

    Fardragon said:

    Bow? Meh, monks can use darts, so no advantage there. Thieves can just about hold their own in a fight if you mess around with backstabs and traps, but the level of micromanagement required makes them not fun for a lot of players. But after around level 8 monks can just charge in and kick awesome butt. APR rules.

    I reckon the only way to balance a trap disarming monk is to remove their APR advancement.

    Magical or non-magical, bows and arrows are far more common than darts. Besides, if we really want to get pedantic, a lot of classes are capable of "replacing" other classes with the right composition - Druids are capable of "replacing" Clerics, Paladins and Barbarians are capable of "replacing" Fighters, so on and so forth. It wouldn't be the end of Thieves and Rogues if Monks could disable traps.
    And they all get a unique ability. Only fighters can put 5 stars into weapon specialisation (in 3rd, only fighters can specialise). Only druids get shapeshift, etc.

    Let me put it this way, if you are so keen on Thieves, why did you ask a question that implies you would like to replace one with a monk?

    Thieves have always struggled to escape from their 1st edition legacy of being deliberately underpowered.
  • KithrixxKithrixx Member Posts: 215
    Fardragon said:

    And they all get a unique ability. Only fighters can put 5 stars into weapon specialisation (in 3rd, only fighters can specialise). Only druids get shapeshift, etc.

    Let me put it this way, if you are so keen on Thieves, why did you ask a question that implies you would like to replace one with a monk?

    Thieves have always struggled to escape from their 1st edition legacy of being deliberately underpowered.

    I am keen to have a replacement for Thieves because literally every class can be replaced by another in some way at this point.

    If I want a caster, I can pick up a Cleric, a Druid, a Mage, a Bard, or a Sorcerer.
    If I want a healer, I can pick up a Cleric, a Druid, or a Paladin if I want to play it risky.
    If I want a frontline fighter, I can pick up a Fighter, a Paladin, a Berserker, a Ranger, a Monk, or a Cleric with a lot of armor.
    If I want a summoner, Druids, Rangers, Mages, Sorcerers.
    If I want an archer, Fighters, Rangers, Thieves.
    If I want a buffer, Druids, Bards, Clerics, Mages, Sorcerers.
    And yet, if I want to disarm traps... I get a Thief. Or a Thief multiclass.

    Don't get me wrong - I like Thieves. But I'm tired of them. I'm tired of being forced to take one every single time whereas with other roles I can get creative. I have two or more options for every single role I could ever think of EXCEPT for disabling traps. If the Monk can't disable them perfectly, that's fine! Not getting experience from them would be a fine balancing factor - I mean, Knock doesn't give experience for popping things open and Pick Lock does, I don't see why it can't be the same for a non-thief disabling a trap.

    But anyways, my point is that many other classes and roles can already be replaced, some of them up to five times or more. The Thief is the only one that can't, and I'd like to see that change.
  • JarrakulJarrakul Member Posts: 2,029
    Fardragon said:


    And they all get a unique ability. Only fighters can put 5 stars into weapon specialisation (in 3rd, only fighters can specialise). Only druids get shapeshift, etc.

    This isn't really the same thing. Grandmastery and druid shapeshifting are kind of like thief traps and detect illusion. They're definitely very good (well, shapeshifting is only good in IWD), but they don't let you do anything you couldn't do reasonably well otherwise. There's no situation where you're gonna go "well, shoot. if only I'd brought along a character with grandmastery. now I'm stuck."

    The ability to disarm traps, meanwhile, is rather different. Come across a powerful, resetting trap (half the stuff in Durlag's Tower comes to mind) and you're pretty well out of luck if you don't have a thief. Which isn't to say there's *no* way to work around them, but the very premise of the discussion hinges on the fact that we all agree it's a lot better to be able to disarm those really nasty traps.
  • FardragonFardragon Member Posts: 4,511
    edited October 2014
    Jarrakul said:

    Come across a powerful, resetting trap (half the stuff in Durlag's Tower comes to mind) and you're pretty well out of luck if you don't have a thief.

    Yes, that is intentional. As I said, Thieves where always designed to be weak in combat. Despite attempts to redress the balance with trap setting and HLAs, they still unperformed unless intensively micromanaged. Without traps, in a combat intensive game (wich is pretty much every CRPG apart from PST) there isn't really a role for thieves. I'm not saying it's good design - Gygax intended to mimic the Conan trope of the thief sidekick comic relief. But if you are intentionally making a 2nd edition game, it isn't really appropriate to start fixing design flaws. That's what 3rd, 4th, and 5th editions are for. The official 2nd edition fix was to not have 1st edition monks.

    Modern MMMOs/RPGs have tried to solve the problem by making Rogues the top melee damage dealing class and relegating Fighters to meat shields, but that isn't retro-gaming.
  • DreadKhanDreadKhan Member Posts: 3,857
    3.x did a decent job of making thieves about the best vs enemies vulnerable to sneak attack. They can deal big damage, but are best off with good intelligence (and human for an extra skill) to really master lots of mobility based skills. They still end up being a 'jack of all trades' though, and they get squished by Golems and Elememtals. Rogues and Fighters both benefit enourmously from multiclassing, both in 2nd and 3rd.

    Monks are usually underperformers in 3.x, 3.0 being outrightly crummy without expansion materials. 1st ed Monks were pretty solid though, but they had roleplaying disadvantages that made Paladins cringe a bit iirc.
  • JarrakulJarrakul Member Posts: 2,029
    Fardragon, my point there wasn't to counter your entire argument. My point was simply to point out that your examples of unique abilities don't fit into the same vein as trap removal. Your examples make situations easier, but those situations can be handled in dozens (if not hundreds) of other ways. Trap removal can't. It's just not a good comparison.

    Now, as for thieves underperforming... I'd argue they perform at least as well as low-level monks. And at high levels, you're right, they need a lot of micromanagement to hold their own compared to the other classes. But, well, that's okay. They have a lot to offer in general. They have free use of a lot of really nice abilities, even if they don't have a lot of the typical direct combat stuff. I don't think allowing another class to remove traps would invalidate thieves. I think it would give people more options. I approve of more options.

    I also adamantly disagree with the idea that you shouldn't take a system you're working with and try to make it better. And from the substantial changes the IE games made to the game mechanics, I don't think the original designers agreed with that either. But that's only relevant if you're arguing that that's why we shouldn't do it. If you think letting monks (or whatever class) remove traps would make the gameplay worse, then that's pretty good grounds to argue against it.
  • FardragonFardragon Member Posts: 4,511
    edited October 2014
    Jarrakul said:

    I'd argue they perform at least as well as low-level monks.

    Sure, up until level 7 they are just about equal. But that hardly compensates for monks being far superior for the vast majority of the game.
    Jarrakul said:

    If you think letting monks (or whatever class) remove traps would make the gameplay worse, then that's pretty good grounds to argue against it.

    It's more a case that I think that thiefless parties (and I'm certain that the majority would be) are not in the spirit of Dungeons and Dragons. Thieves are supposed to be very common, Monks very rare.
  • JarrakulJarrakul Member Posts: 2,029
    I would still debate the "far superior" thing at higher levels, because high level thief traps are just insanely effective (even before you start getting HLAs). Of course if a monk kit were to get the ability to remove traps and lose nothing significant in the process, I think monks would win out, but I suspect we'd see more of a tradeoff there. And of course thieves would still get open lock (which can be replicated, but it's kind of a pain to Knock everything and it doesn't give you experience) and detect illusion (which can also be replicated by True Sight, but is just still convenient because it doesn't take a casting action), so they'd still have stuff to offer.

    You do make a good thematic point, though. There are probably at least as many people who'd go for the trapmaster monk as for a thief, and that is sort of thematically weird. Especially in IWD, where you don't have to worry about whether there's an NPC of that class. How would you feel if, instead of a monk who could remove traps, someone proposed a ranger who could do the same? The idea of a ranger dealing with traps for the party seems honestly more plausible to me than a monk doing so (although a monk that just didn't set off traps, as suggested above, seems both awesome and thematically reasonable).
  • kcwisekcwise Member Posts: 2,287
    How about a thief kit or rogue class adding hand to hand combat ability? About the closest to that in 2nd Edition that I know of is the Ninja, or more specifically the Shadowarrior ninja kit which can specialize in martial arts.
  • JarrakulJarrakul Member Posts: 2,029
    A ninja, or for that matter a back-alley brawler, could potentially work as an unarmed-focused thief. It's not entirely clear what the appeal of that would be beyond thematics, as you'd probably end up stripping out most of the best monk stuff and ending up with something that looks a lot like the swashbuckler in terms of party role. Which isn't really a problem, and is totally something I'd do in pnp if one of my players was interested, but it's probably something I'd shy away from in a fairly equipment-focused video game.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited October 2014
    The 2nd Ed Oriental adventures monk (which is the one the BG monk is based on, with a couple elements from 3rd) had full thief skills (but only got 15 points per level instead of 25, couldn't backstab, and didn't learn to use scrolls at 10), and actually got their abilities faster then the current monk does...but their upper end of their abilities capped sooner). (they're also supposed to get a bonus +3 AC and +2 saves if their wisdom is over 15).

    The main reason being, Samurai couldn't party with dishonorable classes but you NEEDED a utility class in the party, and Ninja were dishonorable, while monks were an honorable class.
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