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Monk Rebalancing Per Handbook - Solutions

bigdogchrisbigdogchris Member Posts: 1,336
edited December 2012 in Archive (Feature Requests)
Preface: Some of these suggestions may be more appropriate for a 'PnP' mod, but some may be seen as necessity.

There are some rules in Baldur's Gate that are purposely change or are made into "house rules" for video game balance. Monks in BG2 appear to be designed as a "house class", neither specifically following 2nd or 3rd Edition rules. Due to being a house class, solutions are extracted from both 2nd and 3rd Edition.

For this discussion I will stick to rule changes which I feel do not break the game and rules which were possibly misinterpreted by the original developers. Some changes are nerfs and others are bonuses. I believe if everything is implemented that Monks will remain balanced and will more faithfully follow their PnP counterpart.

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Current - Monks AC acts as normal AC

Solution - Monks level base AC bonuses are negated if the Monk is attacked from behind (ranged/backstab/etc.)

This is per 2nd Edition Handbook, Faiths and Avatars.

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Current - Monks are able to wear bracers, gauntlets, and boots in BG2.

Solution - Remove the ability for Monks to wear bracers, gauntlets, and boots.

"Monks may not use magical items that are constructed to resemble armor or pieces of armor, such as braces of defense, but they are allowed to wear cloaks or rings." - per 2nd Edition Handbook, Faiths and Avatars.

It has been pointed out that the ToB expansion and Rasaad's boots are/has Monk only equipment. These items could be an exception to the restrictions, similar to the armor that allows Mage's to cast spells.

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Current - Monks start the game with +2 movement and gain +1 every 5 levels. I am not aware of a 2nd edition rule that provides Monks movement bonus. These movement rates do not match the 1st Edition movement rates either. As I understand, the bonus is probably extracted from 3rd Edition rules. I believe the bonuses are not correct and should be changed.

Solution - Monks start the game with no bonus. Monks receive a +1 movement at 3rd level and gain +1 movement every 3 levels thereafter (+2@lvl6, +3@lvl9, etc) up to +6@lvl18.

This is per 3rd Edition rules.

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Current - Monks do not have the correct minimal stat requirements. Currently min's are Int - 3, Wis - 9, Con - 9

Solution - Set minimal stats to: Int - 14, Wis - 15, Con - 13

This is per 2nd Edition Handbook, Faiths and Avatars. I understand that the way you choose your class in BG would mean that Monks would automatically get decent stats, but the current minimal's are just too weak to qualify as a Monk.

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Current - Monks are supposed to receive 10% experience bonus for having 16 Int & 16 Wis.

Solution - Give monks a 10% experience bonus if they have 16 Int & 16 Wis.

This is per 2nd Edition Handbook, Faiths and Avatars. Normal classes receive a bonus to XP for having 16 in their primary stat, Monks require 16 in 2 stats. The 10% bonus for primary stat is not included in BG. However, I feel this change also helps better respect Monks Wis AC bonus they receive in 3rd Edition. The reason being is as they level up faster for meeting this requirement, the AC bonuses they get come faster. I know it's a stretch ...

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Current - Monks start the game with base 9 AC and receive a -1 AC every 2 levels.

Solution - Monks start the game with base 10 AC and receive -1 AC every even level. (AC9@lvl2, AC8@lvl4, AC7@lvl6) max base AC2@16).

This is per 2nd Edition Handbook, Faiths and Avatars.

Monk's continue to receive AC bonuses in ToB as 'house rules'. To continue this trend, award base AC 1@18, base AC 0 @ 21, base AC -1 @ 24, etc. according to ToB). @ 40 Monks would end up with 1 less ac point than vanilla ToB.
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Current - Monks unarmed combat needs some love:

It does not have good upward scaling/pacing: lvl 6-14 with only 2 damage improvement.
Possibly too powerful at low levels: Priest warrior with 1d8 @3 then 1d10 by 6
Too weak at higher levels: Maxes out at level 15, low min, no +5

Solution - Set Monks unarmed combat to the following, damage extracted from 3rd Edition Rules in IWD 2:

Level -- Damage

Level 1-3: 1-6 (1d6)
Level 4-7: 1-8 (1d8)
Level 8-11: 1-10 (1d10)
Level 12-15: 1-12 (2d6)
Level 16-20: 1-20 (2d10)
Level 35: Fist count as +5


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Current - Monks are able to detect traps, but have no other trap related abilities.

Solution - Give monks a 'Trap Evasion' skill at level 2, derived from their 3rd Edition Evasion (EX) ability. Also move them to 15% point to distribute per level, up from 10. Set Trap Evasion skill at level 2 to a default of 5.

This skill would allow you to assign points to it as you currently do with Hide in Shadows, etc. When a Monk walks over a trap, if the Monk's Trap Evasion skill is equal to or greater than the skill required to disarm, the Monk will not trip the trap. Dialogue will be displayed "CHARNAME has evaded a trap".

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Post edited by bigdogchris on
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Comments

  • RedGuardRedGuard Member Posts: 672
    Though I'm not an expert by any means in the workings of the D&D system, this sounds not too bad. I like the idea of the Monk hitting a little harder at higher levels, though I'm kinda partial to what few things I can equip the Monk class with since most things are off the table (and Ion stones are quite rare). I appreciate being able to modify the character with boots and bracers.
  • sandmanCCLsandmanCCL Member Posts: 1,389
    Don't agree with the no boots thing (monks can wear shoes! none of the boot slot items strike me as particularly armor-like), but the rest all makes a lot of sense.
  • KholdstareKholdstare Member Posts: 160

    Don't agree with the no boots thing (monks can wear shoes! none of the boot slot items strike me as particularly armor-like), but the rest all makes a lot of sense.

    Agreed. I know (fictional) monks are supposed to be religious supermen, but their feet get so dirty unless they can wear boots. :P
  • O_BruceO_Bruce Member Posts: 2,790
    Unability to wear braces doesn't make sense, since in BG2 there is at least two braces made for monks: one gained +4 to thac0 and damage with fist attack, second is giving bonus to HP and AC.
  • bigdogchrisbigdogchris Member Posts: 1,336

    Unability to wear braces doesn't make sense, since in BG2 there is at least two braces made for monks: one gained +4 to thac0 and damage with fist attack, second is giving bonus to HP and AC.

    I don't recall seeing those items but if they exist then I suppose it would not be in the best interest to disable those slots.

  • AntonAnton Member, Moderator, Mobile Tester Posts: 513
    edited September 2012
  • O_BruceO_Bruce Member Posts: 2,790
    @Bigdogchris You can recieve first braces in Sahaguin city, by helping mad prince. About the second ones, it is either in Watcher's Keep or over Draconis' dead body.
  • TanthalasTanthalas Member Posts: 6,738
    Not sure if people would like the Monk's fist attacks to be weakened at low levels when they already complain about them being too weak. Letting their Wisdom modifier affect their AC would be nice (but I think you don't even suggest that).
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited September 2012

    @Bigdogchris You can recieve first braces in Sahaguin city, by helping mad prince. About the second ones, it is either in Watcher's Keep or over Draconis' dead body.

    I've removed the armor restrictions from the request list as someone else pointed out the bracers as well.
    Tanthalas said:

    Not sure if people would like the Monk's fist attacks to be weakened at low levels when they already complain about them being too weak. Letting their Wisdom modifier affect their AC would be nice (but I think you don't even suggest that).

    I'm trying to keep Monks balanced. It's easy to say "Hey make this change that makes them more powerful" it's not easy to say "Make this change that makes them weaker", so I suggest both additions and subtractions.

    As for your specific suggestions, I already took the Wis/AC relationship into account and mentioned it in the XP bonus portion, if you missed that. Again, Monks in BG are a "House Class" so not every 3rd Edition rule applies. The WIS bonus would be harder to implement in 2nd Edition because you would just be guessing at what is balanced, where in 3rd Edition you just add the Wis modifier to their AC and be done, but that's been balanced by the pro's.

    And for the fist, I see Monk as a class that initially starts out very weak, but eventually with much training becomes very powerful. With BG being a group based game you can have classes like that as you have support. Monks are also a more spiritual class and not based on brute strength, so until they receive more training their combat may be weaker than a fighter. This change would be the equivalent as at level 4 moving from short sword to a long sword, which is appropriate for the scope of BG 1. Also, due to no weapon specialization available for unarmed fighting, this would give them a bonus at higher levels.

    Post edited by bigdogchris on
  • bigdogchrisbigdogchris Member Posts: 1,336
    Updated post.
  • PantalionPantalion Member Posts: 2,137
    It's worth noting that the monk item that gives THAC0 and fist damage bonuses are Gauntlets, not Bracers.

    The only bracers that aren't restricted from Monks anyway in BG2 (I could find BG1 only if I weren't so very lazy) are:

    Bracers of Defense - The AC booster in question.
    Bracers of Archery - Hurts early game monks to lose, but eh.
    Bracers of Binding - Manacles.
    Bracers of Blinding Strike - Monks I had believed to be immune to haste anyway?
    Tzu Zan's Bracers - Largely irrelevant sidequest gear. Also they're the Monk-flavoured ones mentioned above.

    Meanwhile, hand wear not specifically barred them anyway includes:

    Gauntlets of Crushing - Monk specific.
    Gauntlets of Dexterity
    Gauntlets of Extraordinary Specialization
    Gauntlets of Ogre Power
    Gauntlets of Weapons Skill
    Gloves of Healing
    Gloves of Missile Snaring

    An argument could seriously be made for most of these that they're not particularly crafted as "armour" so much as "clothing" (no Gauntlet gives an AC modifier, the "Gauntlets" of Dexterity in particular leave most of the hand completely uncovered, though Extraordinary Specialisation and Weapons Skill are sort of chunky looking from their icons, two of them are explicitly "gloves" and so on), and as it's categorised differently, making the Tzu Zan Bracers a lone exception whilst blocking all Bracer types makes sense.
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited November 2012
    I originally had boots listed as well, since it's still armor, just not AC providing armor.

    A for the gauntlets, I think you could say that they should be bared because a Monk fights with his fist. If you cover their fist maybe their Ki energy is eliminated?

    I will do some more reading to see if I can find a better definition of "armor" in D&D because you are right, what's the difference between armor and clothing?

    Thank you for providing the corrections.
  • MechaliburMechalibur Member Posts: 265
    edited November 2012
    All right, some of these suggestions make sense, but I'm on the fence about a lot of them, and I don't really see what some of these suggestions are supposed to fix. So let me go into my thoughts on each one...



    Bug - Monks AC acts as normal AC

    Solution - Monks level base AC bonuses are negated if the Monk is attacked from behind (ranged/backstab/etc.)

    This is per 2nd Edition Handbook, Faiths and Avatars.

    Fair enough, but I don't think this is really a big concern. In other words, I don't really think it's important for the sake of balance, but it wouldn't really hurt much. Also, I'm not quite sure it's a bug, I think the designers just didn't decide to include it


    Bug - Monks are able to wear bracers, gauntlets, and boots in BG2.

    Solution - Remove the ability for Monks to wear bracers, gauntlets, and boots.

    "Monks may not use magical items that are constructed to resemble armor or pieces of armor, such as braces of defense, but they are allowed to wear cloaks or rings." - per 2nd Edition Handbook, Faiths and Avatars.

    It has been pointed out that BG2 and TOB have Monk only gauntlets. This could be an exception to the restrictions, similar to the armor that allows Mage's to cast spells.

    I'm okay with this. Again, it doesn't really add or take away much since many monks use the unique guantlets anyway. It really just takes away their boots, and it's not like they need boots of speed.


    Bug - Monks start the game with +2 movement and gain +1 every 5 levels. Since there is no 2nd edition rule that provides Monks movement bonus, from what I know, the bonus is probably extracted from 3rd Edition rules. I believe the bonuses are not correct.

    Solution - Monks start the game with no bonus. Monks receive a +1 movement at 3rd level and gain +1 movement every 3 levels thereafter (+2@lvl6, +3@lvl9, etc) up to +6@lvl18.

    This is per 3rd Edition rules.

    Again, I wouldn't classify as a bug (in fact, that goes for pretty much all of these, so I'll just stop saying that). I like them as they are now, however: it gives you a benefit right away for being a monk instead of having to wait for it gradually to come.

    Bug - Monks do not have the correct minimal stat requirements. Currently min's are Int - 3, Wis - 9, Con - 9

    Solution - Set minimal stats to: Int - 14, Wis - 15, Con - 13

    This is per 2nd Edition Handbook, Faiths and Avatars. I understand that the way you choose your class in BG would mean that Monks would automatically get decent stats, but the current minimal's are just too weak to qualify as a Monk.

    Stylistic differences, I suppose. I agree with your minimums, for what it's worth.

    Bug - Monks are supposed to receive 10% experience bonus for having 16 Int & 16 Wis.

    Solution - Give monks a 10% experience bonus if they have 16 Int & 16 Wis.

    This is per 2nd Edition Handbook, Faiths and Avatars. Normal classes receive a bonus to XP for having 16 in their primary stat, Monks require 16 in 2 stats. The 10% bonus for primary stat is not included in BG. However, I feel this change also helps better respect Monks Wis AC bonus they receive in 3rd Edition. The reason being is as they level up faster for meeting this requirement, the AC bonuses they get come faster. I know it's a stretch ...

    My thoughts have always been that high stats should be their own reward; it's not really necesary to stack an xp boost on top of that. However, it does give an interesting boost for putting points into intelligence...

    Bug - Monks start the game with base 9 AC and receive a -1 AC every 2 levels.

    Solution - Monks start the game with base 10 AC and receive -1 AC every even level. (AC9@lvl2, AC8@lvl4, AC7@lvl6) max base AC2@16).

    This is per 2nd Edition Handbook, Faiths and Avatars.

    Early game monks are quite weak to begin with, and late game is when they get amazing. If anything, for the sake of balance, I would increase their starting AC benefit, but slow down the progression.

    Bug - Monks unarmed combat is too powerful at low levels and too weak at higher levels (list available in Kit Description)

    Solution - Set Monks unarmed combat to 3rd Edition Rules:

    Level -- Damage
    1-3 -- 1d6
    4-7 -- 1d8
    8-11 -- 1d10
    12-15 -- 2d6
    16 -19 -- 2d8
    20 -- 2d10

    Again, I feel that low level monks already have it bad enough without lowering their damage (in addition to their AC and movement). I do think 2d10 is preferable to 1d20, though, which is just all over the place.
  • AndreaColomboAndreaColombo Member Posts: 5,527
    If the devs ( @TrentOster @CameronTofer @PhillipDaigle @Coriander ) won't implement these suggestions for whatever reason, I'll drop @Wisp's name just in case he felt like P&P Monks component for aTWEAKS (two externalization requests for the Monk's fists and AC bonuses have already been filed, mind you).
  • NuinNuin Member Posts: 451
    edited November 2012
    The BG series' implementation of classes (especially kits) has always been very different from the PnP version, for the sake of increased class playability, in-game flavor and balance. Among other things one must consider what possible role or niche the class would fill in-game, and what it's strengths/weaknesses will be in a non-PnP setting. Atlhough the developers did attempt to stick to the original feel of the classes as much as possible, allowances had to be made.

    Currently the Monk fills the role of a hit-and-run character who is able to slip into and out of melee combat freely, incapacitating or taking down key opponents quickly.

    Bug - Monks AC acts as normal AC
    -as it is, Monks already have very poor AC. In a game where you could die in 1 hit from most sources up until very late in the game (and even then, if you play in a higher difficulty setting) I don't think it's fair to further cripple the survivability of what is essentially a melee class. Should remain as is.

    Bug - Monks are able to wear bracers, gauntlets, and boots in BG2.
    -there's nothing armor-like about a pair of boots. Still, I think its reasonable. Monk-specific items can simply be added after to compensate. There should even be some at Candlekeep.

    Bug - Monks start the game with +2 movement and gain +1 every 5 levels. Since there is no 2nd edition rule that provides Monks movement bonus, from what I know, the bonus is probably extracted from 3rd Edition rules. I believe the bonuses are not correct.
    -the monk's fast movement speed is one of the defining features of the class. Increased speed makes perfect sense for a class that relies heavily on martial arts combat.
    In-game, without this the monk is essentially just a cleric with stealth but with no spells/turn undead/access to heavy armor. There is no need for a player to have to spend 2 whole levels as such a character, before getting their first speed bonus. Should remain as is, or modified so first level speed bonus is retained.

    Bug - Monks do not have the correct minimal stat requirements. Currently min's are Int - 3, Wis - 9, Con - 9
    -Priority. Should be implemented.

    Bug - Monks are supposed to receive 10% experience bonus for having 16 Int & 16 Wis.
    -I think it's reasonable, but not implemented for all classes.

    Bug - Monks start the game with base 9 AC and receive a -1 AC every 2 levels.
    -Only difference is that monks get that extra 1 bonus to AC earlier. Considering how badly the class needs survivability at low levels, should remain as is.

    Bug - Monks unarmed combat is too powerful at low levels and too weak at higher levels (list available in Kit Description)
    -I was under the impression that the reverse was true, and based on the other posts here I believe I am correct. The part that high level monks need better combat support is reasonable though, but I believe this should come in the form of an HLA. High level monk fists already do excellent damage in the latter part of SoA (the last time I played a high level monk in SoA just about everything I killed died in explosion of gore).

    One thing though, if better support for monks is added to the game (in the form of a variety of monk-specific items) I'd probably take back most of what I said earlier and agree that most of your suggestions are reasonable. Just not the movement speed one (whenever I think of monks in BG, the first thing that always comes to mind is "fast").
    Post edited by Nuin on
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited November 2012
    @Mechalibur

    I have changed the wording to better reflect what I'm suggesting. I appreciate your feedback. However, keep in mind that rebalancing does not simply mean "give more power". The changes I suggest are both nerfs and bonuses, which is the intention as I described.
    Nuin said:

    Atlhough the developers did attempt to stick to the original feel of the classes as much as possible, allowances had to be made.

    I know, it's a video game and effort cannot be put into a class that is worthless.
    I was under the impression that the reverse was true
    Relative to other classes and all of the magical weapons in the game, that may be true, but it's not a Monk issue it's an overpowering of other classes and weapons issue.

    In BG2 Monks move to 1d8 and stay on it longer than my suggestion, as well as move up a little faster. My suggestion is to move them to 3rd Edition first damage, which will help the upper levels a little more at the cost of lower levels not progressing as fast.

    Also, as Monks do not receive the proficiencies that other classes get, they can fall behind. This new layout would allow someone to mod the game if they feel Monks should get increased fist damage in ToB, ie, 3d8 @ lvl 24, etc.

    @AndreaColombo
    Perhaps my suggestions may be more appropriate for a "PnP" mod. Thanks!
  • MechaliburMechalibur Member Posts: 265
    I know how game balancing works. I was simply commenting that your proposed changes seem to hurt the monk when it's already at its weakest. The ideal solution, I think, would include changes that are both buff and nerfs, but keep the monk relatively consistent across the levels, especially since they'll now be available from level 1.
  • bigdogchrisbigdogchris Member Posts: 1,336
    AC would be 1 level behind the current range, but CON min would be higher, as well as more consistent damage at higher levels. I think those are good bonuses.

    I don't think that there will ever be a great way to balance Monks in this game though. No armor and no weapons is tough to balance vs characters who are allowed to wear high end armor and weapons, which there is an abundance of in these games.
  • bbearbbear Member Posts: 1,180
    I like the idea of "Bare Hand Weapon Style". Essentially, it acts similar to other weapon style. The first slot grants +1 AC bonus. A second slot grants +1 AC bonus and critical hit on a 19 instead of 20. This should solve some of the early armor problem.

    Other class can gain the benefit too. Mages (except currently they dont have access to any weapon style) who use touch spells and clerics who use harm spells can benefit from this.
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited November 2012
    It would be nice but I doubt they would add a weapon mastery style for just one class.

    Even adding Monk fist to 'Single-Weapon Style' I think is a stretch as a fist is used as a weapon, but it's not a weapon (a handheld device).
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited November 2012
    *Updated unarmed damage table, added Trap Evasion, and made some other clarifications.
    Post edited by bigdogchris on
  • DeeDee Member Posts: 10,447
    Some good ideas here.

    I dislike the XP bonus, if only because it creates a PnP mechanic for one class that no other class receives.

    I also think that monks need an early AC bonus to make them viable. Allowing them to benefit from Single Weapon Style when fighting unarmed would be a good way to do that--but it also leaves them with an unnecessary +2 bonus to AC at higher levels, which they might not need.

    How does a monk's AC look (with SWS and 18 Dexterity) at level 20? If it's worse than -10, I'd say that's probably fine.
  • bigdogchrisbigdogchris Member Posts: 1,336
    Aosaw said:

    I dislike the XP bonus, if only because it creates a PnP mechanic for one class that no other class receives.

    I'd be happy if they added 10% for any class that meets or exceeds their primary attribute. Monks require two to be met for the bonus.

    That said, you're probably right.
  • DeeDee Member Posts: 10,447
    I like the mechanic, but if it's not going to be done for everybody, then it shouldn't be done for the monk.
  • bbearbbear Member Posts: 1,180

    It would be nice but I doubt they would add a weapon mastery style for just one class.

    Even adding Monk fist to 'Single-Weapon Style' I think is a stretch as a fist is used as a weapon, but it's not a weapon (a handheld device).

    The mechanics should trigger if no weapon is placed in the weapon slot.

    If this is not created, maybe there is a new glove available to monks that allows them to cast the mage armor spell. This grants 6 AC in the early levels and become irrelevant in the later levels.
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited November 2012
    I was doing some Monk testing and cannot figured out some of the numbers I saw. The Monk in question had 13 strength, so there were no str bonuses to atk or damage. The enemies being killed were goblins, mephits, and such in Irenicus Dungeon

    At level 8 with +0 to attack, everything looked good. I did though do 17 damage on non-critical attacks. Monks are 1-12 at this level.

    At level 9 with +1 to attack (from fist), I was mostly getting +1 to rolls but occasionally +5 to atk.

    I then pushed him to level 15 and was getting +3 atk (from fist), but was doing 24 damage (Monks are 1-20). On occasion I was also getting +6 to atk rolls.

    Where are these hidden bonuses coming from?
    Post edited by bigdogchris on
  • DeeDee Member Posts: 10,447
    I don't know.

    But that might explain why people think monks are so overpowered at the late game; they're getting mysterious bonuses to attack and damage for no reason!
  • bigdogchrisbigdogchris Member Posts: 1,336
    I thought I remember reading before the the Monk +1,2,3 to fist was only for determining whether you can hit an ememy that requires +1,2,3,etc. and did not actually provide a +1 to attack or damage.

    Even though my character profile showed no bonuses to attack, my adjusted THAC0 was lower and I was getting the + in the attack rolls for 1,2, and 3.
  • DeeDee Member Posts: 10,447
    The monk does in fact gain an actual bonus to his fists. It's part of what helps him compete for THAC0, and keeps his weapons as his most "potent" weapon, at least until ToB.
  • bigdogchrisbigdogchris Member Posts: 1,336
    Updated fist and trap skill description. 2d10+4 is powerful enough.

    Should Monks be moved to +5 in ToB?
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