monk hlas
fish0331
Member Posts: 197
please implement these
1
Comments
Just gonna leave this here...
Only thing that I would even consider questionable is the earlier magic fists progression. And even then, is it really? The monk would still have like, 1d8 fists by the time he would get a +1 enchantment. So he has a +1 longsword? You can get a +2 longsword not even 3 hours into the game of BG1 if you bee-line to Nashkel. +2; and a few other +2 weapons you can get in or the areas around Beregost at early levels. At level 9? Well at least he can actually put up a fight against a few early Rakshasas or Vampires instead of cowering in fear in the backline or, god forbid, fighting up in melee with a weapon having only 1 APR without the option of being hasted.
Now, as for the mod HLAs being strong, you're right that Dragon Strike and Solar Stance are seriously powerful. Solar Stance especially just does so many good things at once. It's like half of what you need a mage for in one ability. Shadow Stance is also pretty nuts, because it's not affected by True Sight. It's basically a "can't be targeted by spells" button, which is just insanely good. Especially combined with Flip Resistances (which, I would argue, is plenty powerful on its own). Second Wind sounds like a self-only Heal spell, which might be fine if it has Heal's casting time. I suspect it doesn't, though, in which case it's waaaay better than any other defensive HLA.
I actually find the faster magic fist progression to be the most sensible thing on the list. Even the fast version puts the monk at the low-end of what my fighters will have that the equivalent level.
Shadow stance fe. lasts way too long, 24 rounds is a long time in combat. It should be an escape ability, or a means to get an easy hit. 4 rounds + 1 round/5 levels of monk. If this started at lvl 1, it would make this ability 12 rounds on lvl 30.
Another example, Solar and Lunar stance should only be available to Dark Moon and Sun Soul monks respectively. Solar stance only for Sun Soul monks and so on.
Second Wind should be available to all classes with Lay On Hands-ability. This includes paladins but excludes Dark Moon Monks. Probably should be renamed for pallies though.
Dragon Fist: Limit to the effectiveness of a Breach spell. Still a good ability for a warrior to have, but not quite a "mage is naked now" button.
Faster than the Eye: This should probably go away, just for sequence breaking reasons. Although maybe change it to "instantly teleport to the location of any ally".
Flip Resistances: Resistance is reduced by 20%. This puts the ability more on par with Hardiness, being slightly stronger but also decreasing magic resistance (not as much of a disadvantage as you might think, since in most fights you're primarily worried about either spells or physical damage, not both).
Solar Stance: Remove the saving throw reduction. The fireball damage is subject to balancing, obviously, but can probably be pretty high if it's not party-friendly.
Shadow Stance: Reduce duration to 3 rounds. Maybe 2. This ability is just incredibly powerful against enemy casters, so letting it last even as little as, say, 10 rounds is too much.
Second Wind: Use Heal's full casting time. Or possibly provide an additional use of Lay On Hands instead, but LOH is actually really strong at high levels, so that might be too powerful.
And honestly, even with all that, I'd say the monk would still have much better HLA options than warriors or clerics.
This kick throws the target back, knocks the target unconscious, and deals 4d8 points of damage."
I say, take the damage away, a knockback is alrdy a great ability. Especially against mages.
"Tiger Strike
A more powerful form of Shadowless Kick, this power ensures every blow for the next round is a critical hit. In addition, every blow for the next two rounds throws the target back and knocks the target unconscious.
Prerequisite: Shadowless Kick."
Why would you even want to have the target knocked back here? If you're critting, you want to keep critting, not chasing after your enemy. So, take the knockback away from this one. Add a short stun so it's not Critical Strikes.
"Dragon Fist
With a blow, the monk strips away the magical protections of the target."
Instead of having the strike strip away defenses, why not have an ability that bypasses the defenses a single time? Would make a great interrupt ability.
Each time this ability is chosen, it greatly and permanently increases the monk's movement rate."
This is completely useless, a monk alrdy moves at the same speed as someone who is IH'd.
"Faster Than The Eye
By concentrating briefly on another area within 4000 feet, the monk can instantly transport herself there.
Prerequisite: Feet of the Wind."
I think this could be like Teleport Without Error, so you can teleport to any friend or foe instantly. Around 100 feet range.
"Solar Stance
Solar Stance renders nearby enemies more vulnerable, reducing the saving throws of any within 60 feet of the monk by 4. It creates a cloud of glittering golden particles that fill the air for twenty feet around the monk, revealing invisible creatures. All enemies in the cloud must roll a successful saving throw vs. spell or be blinded (-4 to attack rolls, saving throws, and Armor Class) until the dust fades, after 4 rounds. Also, a blast of fire emanates from the monk, scorching and throwing back everyone in a 30-foot radius, though the stance protects the monk from the flames.
Prerequisite: Tiger Strike."
Take away the saving throw penalties AND the fireball effect. It's still a combined True Sight+area Blind(no other ability in the game can even do that). Reduce range to 30 or 40 feet. It coul be called Solar Blast?
Lunar Stance is actually very solid and balanced, and Shadow Stance gets less OP with reduced duration.
You're probably right anyway. If you keep the fireball but ditch the knockback? The blinds should be stacking as well, and as such, you don't want enemies to leave the area you just blasted.