Skip to content

[Monk Ability] "I found a trap! Um... Somebody throw a rock."

DeeDee Member Posts: 10,447
Current Behavior
The Monk has the ability to Find Traps, but no ability to disarm them once detected. A party with a monk still requires a thief in order to proceed.

Desired Behavior
The Monk has the ability to Find Traps. Now, it wouldn't make a whole lot of sense if the monk could disarm traps and open locks and all of that good stuff that thieves are famous for (because that's what thieves are famous for), but with an ability like this, a monk needs to be able to gain some kind of benefit other than "Oh well, looks like we can't go that way."

I have two proposals.

The first proposal is that the monk, when he detects a trap, temporarily disarms it--in other words, he finds a way around the trap that allows the party to proceed unharmed. After a few rounds, the trap re-arms itself, so that the monk will have to "Find" it again on the way back. The trap is not disarmed, but it is bypassed--which, I think, is the purpose of the ability in the first place.

The second proposal is that the monk be given a passive ability whereby any trap he detects will be unable to activate as a result of the monk's actions. In other words, the monk finds the trap, he is able to cross it. The rest of the party is SOL, however, unless they have a thief. So basically, the monk gets to benefit as though he had disarmed the trap, but only for himself.

A third idea I just had applies the first idea to all trapfinders, including Thieves. In other words, when you find the trap, it is safe to cross it for the next few rounds; after those rounds, the "red square" disappears and you have to find it again. So a thief still takes the advantage by being able to permanently disable the trap, but the monk is able to benefit from his ability as well.
«1

Comments

  • MungriMungri Member Posts: 1,645
    Makes no sense to be honest. Clerics can also find traps, so shouldnt they also get those bonuses?
  • DeeDee Member Posts: 10,447
    edited November 2012
    You mean with the Find Traps spell?

    Yes, yes they should. In fact, if I'm remembering the spell's effects correctly, the Find Traps spell should keep your party safe from traps for the entire duration of the spell.

    To clarify:
    It makes no sense to be able to find a trap if there's no way to get past it without a thief, and if you have a thief, your thief should already be able to find it. So currently the ability is either useless or irrelevant. These proposals would make it neither.
  • SwordsNotWordsSwordsNotWords Member Posts: 147
    edited November 2012
    I'd presume the link between a monk and traps is that because of his phenomenal agility he is able to dodge the trap but does not have the expertise to disarm it which a thief learns from a life time of tinkering.

    Therefore I'd support the second idea.

    However because it would only effect the monk, it's only really effective for solo gamers.

    P.S Soloing sucks x
  • elminsterelminster Member, Developer Posts: 16,317
    edited November 2012
    Maybe like a temporary disabling of a trap that is justified because the monk can test the trap, use his fast reflexes to avoid it, and then is aware of the traps weaknesses so he can get the party through it unharmed. So I guess it would not be so much disarming a trap as it would be figuring out its weaknesses through experience and then acting accordingly. The same or similar to what your option 1 is I guess.
  • DeeDee Member Posts: 10,447
    @elminster That's exactly what I was thinking.

    And the same argument could be said for a thief, but making it a monk-exclusive ability would be more flavorful, and would give the monk an early-game ability to make it useful.
  • MungriMungri Member Posts: 1,645
    Judging from DDO, the monks ability to detect traps in BG is to reflect their evasion ability. In DDO monks get super high reflex saves, and can pick extra bonuses to their trap saves. They are not meant to be able to disarm them, or make them safe to pass for the rest of the group, they are just meant to be able to have a dance party in almost any trap without taking damage.
  • ShinShin Member Posts: 2,344
    Can't think of any easy way to enable this mod-wise. And flat-out giving monks the ability to disarm traps without involving scripts isn't currently possible either. It would seem to be dependant upon more externalization. So yeah, good request.
  • leyshjonoeleyshjonoe Member Posts: 59
    Some of the traps you find you can just walk around. I guess functionally that's what it means to give a class find traps and not disable them. Or to have them finding and your thief putting no points into finding. Like using a bard to do the pickpocketing.

    At the final boss of vanilla icewind dale, I had the feeling there may be traps your thief can't disarm, so a similar situation.
  • randyroorandyroo Member Posts: 54
    oh sure lets give the monk yet more abilities because its not like their overpowered enough already...
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited November 2012
    I don't think an ability exist, nor have I found one in the SRD, that gives classes the ability bypass traps.

    The ability for Monks to spot traps is probably due to their nature as being used as a scout. Players can use the 'search for traps' script on them and have an extra person, that is normally out ahead of the party anyways, looking for traps.
  • DeeDee Member Posts: 10,447
    @bigdogchris It's not an ability; it's a facet of the Disable Device (and Search) skill in 3e. If you succeed on your check by a certain margin, you discover a way around the trap without setting it off, without having to disable it.

    In BG, a thief doesn't need this because traps only affect the party anyway. But for a monk, the ability to find traps is useless when most of the traps are unavoidable (usually because they stretch across the entire room/hallway).

    The other possibility would be just to take away the ability entirely. But as it is, it does next to nothing.
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited November 2012
    I suppose it could be like "Evasion" Extraordinary Ability that Monks and Rogues get in 3rd Edition, and since BG2 Monks are composed of 3rd Edition rules it would be appropriate.

    How about this:

    In BG give Monks an ability called "Trap Evasion" in their skill pool that they assign points to. If their Trap Evasion skill is equal to or higher than the required skill level to disarm the trap, they will not trigger the trap. If the avoid is successful, dialogue will be displayed "CHARNAAME advoided a trap".
  • ankhegankheg Member Posts: 546
    I don' t think monks need an extra ability besides saying "it's a trap!". They are too strong already! It would undermine the thief class and then the clerics would want something similar.
  • DeeDee Member Posts: 10,447
    Monks are only powerful from level 9 and beyond. The first eight levels they need all the help they can get.

    But that's for another thread. My point is that Find Traps, by itself, is a useless ability.
  • AnduinAnduin Member Posts: 5,745
    edited November 2012
    I agree with @ankheg If you want a trap disabled... Get a thief. Those that set traps to cause harm can learn how to disarm them as well (Bomb disposal units regularly practice making bombs so that they know the mechanics inside and out, all the better to dispose of others...)

    A monk is not a thief, and has little in common with a bomb disposal unit. However they are supposed to have sharpened senses... allowing them to see things, such as trip wires, fake floor tiles, etc etc...

    It's like asking a metal detector to suddenly be able to make a cup of tea and dispose of the bomb as well...

    How in the blazes does that jump into, even disabling it for a short while? They can go round it, avoid it or send in a meat shield with lots of hp and protections to set it off first... Personally that would be Garrick, and I wouldn't probably give him any protections anyway... If he lives, I'll send him through the next trap... Plenty more NPCs to choose from that I don't like...

    No. Don't like this idea. First and foremost because there are so many ways of disposing them without a thief anyway! Use a wand of summoning or charm a monster, if sending an NPC to its doom does not tickle your fancy... If your just after extra xp *roll eyes* kill more monsters!

    Feedback on how I feel only :) I will probably love your other ideas! @Bigdogchris Trap evasion idea seems cool... I cannot fathom a good reason why a monk with reflexes like a cat should not be able to avoid a trap he can see... Although it should also be available to Theives and other dex based characters... Plus high dex should give a hefty bonus to it...

    I suppose what I don't like is... If you find a trap you should be able to go through it... I found a bomb... Lets walk by it... Hell lets find that bomb again and walk by it when we go back... Out of character and human nature...
  • eksterekster Member Posts: 234
    Monk isn't supposed to be removing traps, nor is he supposed to replace a thief. What he can do though, is find the traps, and allow your thief to concentrate on other things, like picking locks, disabling traps, hiding, moving silently...

    I find this to be pretty useful when I'm playing a thief kit that gets less points per level like an assassin or a bounty hunter.
  • AnduinAnduin Member Posts: 5,745
    I do that @ekster Imoen is my trap finder and lockpick... Montarion is my Trap disarmer etc... I can put Rasad in my team now as my trap finder... Sod stealth... He can have a potion of invisibility like everyone else...
  • eksterekster Member Posts: 234
    Which makes me realize... this is also a good tactic for duel classing or multiclassing a thief. Never thought of it before myself, but I guess it works very well with that as well.
  • RedGuardRedGuard Member Posts: 672
    Personally I would appreciate the Monk gaining a disarm traps ability. The Monk having a find traps feature is redundant since you need a thief and having a thief means you're less likely to use the Monk to find traps.

    Though if people really can't wrap their heads around the Monk having a disarm traps ability, then I'd suggest introducing a saving throw (that's dependent on how many points the find traps ability has) for the activation of the trap for the party when crossing over it.
    Mungri said:

    Makes no sense to be honest. Clerics can also find traps, so shouldnt they also get those bonuses?

    I wouldn't mind if they had a separate disarm traps spell. It seems a bit pointless to be able to detect them but not disarm them.
  • MalmerMalmer Member Posts: 11
    Aosaw said:

    My point is that Find Traps, by itself, is a useless ability.

    Logical fallacy.
  • RedGuardRedGuard Member Posts: 672
    Malmer said:

    Aosaw said:

    My point is that Find Traps, by itself, is a useless ability.

    Logical fallacy.
    Elaborate. :P
  • MalmerMalmer Member Posts: 11
    RedGuard said:

    Malmer said:

    Aosaw said:

    My point is that Find Traps, by itself, is a useless ability.

    Logical fallacy.
    Elaborate. :P
    A considerate number of people, in both this thread and the recent one started by Oxford_Guy, are finding plenty of uses for Find Traps, giving value to the tactical disposition of just knowing versus not knowing at all.
  • DeeDee Member Posts: 10,447
    Those uses are actually only two uses, though--one is "after you detect the trap, you can just walk around it" (which in quite a lot of cases just plain isn't true), and the other is "after you detect the trap, you can use some other means to disarm it." The second use usually amounts to actually setting it off, which is not only a heinous misrepresentation of the monk as somebody who makes a habit of intentionally putting himself and his party into danger on a regular basis but also not a reasonable means of dealing with traps in general.

    The other thing is that, for the traps that are "unavoidable", the way that they seem to be designed is things like tripwires and pressure-plates, all of which should be avoidable by a party that knows where they are. But there's currently no way to represent this in the game; you're left to either disarm the trap, set it off, or avoid it entirely (which is often impossible in the context of traps blocking the way forward through the plot).

    Look, I'm not saying the monk should replace the thief. But something really ought to be done about this ability. The monk has no use for it if he can't actually do something about it, and "set it off but carefully" is, I'm afraid, not a sufficient "use".
  • MalmerMalmer Member Posts: 11
    So you're essentially still trying to pass the point that a skill is useless, based on the brittle fact that you, very subjectively, are not finding it useful "enough"?

    Being that heavily opinionated, a wall of text alone won't do it for you.
  • DeeDee Member Posts: 10,447
    I made some pretty clear arguments. You can ignore them if you like (it looks like you have), but I do know what I'm talking about. The Find Traps ability's usefulness is directly dependent on the Disable Traps ability, which the monk doesn't have. It's a disconnect of concepts, which suggests that something needs to be done about it.

    The "uses" that have been described aren't good uses, either because they make no sense (It allows you to set the trap off at your convenience, but it offers you no way to get past the trap--so that means your character says, "There's a trap here, and we don't know what it does. So let's just set it off anyway...") or because they rely on having a thief handy who can disarm the trap for you (Which begs the question, what's the bloody point of the monk having the ability to find them in the first place?).

    So to fix the problem, I proposed a few ideas, @bigdogchris proposed another one (which I actually like even more), and I've even suggested as a possibility that the ability be removed entirely. I'm not picky. I just would like to see the monk's abilities make sense. Right now, this one doesn't.

    NPC1: Well, Monk, what do we have?
    Monk: It seems to be some kind of trip-wire. It sets off a series of pendulums that shred to pieces anyone that stands there.
    NPC1: Right--well, then, let's just step over it, shall we?
    Monk: No, I'm afraid that's impossible.
    NPC1: What do you mean, impossible? Just step over it.
    Monk: No, you see... We don't have a "step over it" button in the controls. But don't worry, I have an idea. NPC2, trip the wire.
    NPC2: What?? You just said it would shred me to pieces!
    Monk: Well, yes, but I mean, not literally to pieces. Well, maybe literally to pieces. I have no idea what it will do, to be honest.
    Thief: How about I just disarm the tripwire?
    Monk: Listen, we agreed that I would handle the traps in this hallway, and that's what I intend to do! Now NPC2, if you'll just walk across the tripwire, we'll carry you back to the temple to be revived...

    Doesn't quite follow, does it?
  • bigdogchrisbigdogchris Member Posts: 1,336
    Malmer said:

    So you're essentially still trying to pass the point that a skill is useless, based on the brittle fact that you, very subjectively, are not finding it useful "enough"?

    Being that heavily opinionated, a wall of text alone won't do it for you.

    That's unnecessarily harsh.

    I think his main concern is just to start a discussion on whether the skill was fully implemented to be a useful state. Maybe the way it stands now is useful enough, but maybe there is wiggle room to improve it a little more without overpowering Monks.

    I think giving Monks the ability to disarm the trap is overpowered, but I think giving Monks the ability to 'Evade Traps' is not. Disarming the trap so no one can be hurt by it, and being agile enough to evade it yourself, are drastically different powers.
  • MalmerMalmer Member Posts: 11
    edited November 2012
    Oh no, I did read it. I'm simply not taking your stance.
    While you might find your own arguments undeniably compelling, I'm simply reading what you actually write, and I will show you it:
    Aosaw said:

    The Find Traps ability's usefulness is directly dependent on the Disable Traps ability, which the monk doesn't have.t's a disconnect of concepts, which suggests that something needs to be done about it.

    /Opinion.
    Aosaw said:

    The "uses" that have been described aren't good uses, either because they make no sense

    /Opinion.
    Aosaw said:

    (It allows you to set the trap off at your convenience, but it offers you no way to get past the trap--so that means your character says, "There's a trap here, and we don't know what it does. So let's just set it off anyway...") or because they rely on having a thief handy who can disarm the trap for you (Which begs the question, what's the bloody point of the monk having the ability to find them in the first place?).

    /Taking only one possible situation and outcome into consideration; conveniently one that fits your argument.
    Aosaw said:

    So to fix the problem, I proposed a few ideas, @bigdogchris proposed another one (which I actually like even more), and I've even suggested as a possibility that the ability be removed entirely. I'm not picky. I just would like to see the monk's abilities make sense. Right now, this one doesn't.

    /Presumption that a problem exists, and closing with an opinion.
    Aosaw said:

    NPC1: Well, Monk, what do we have?
    Monk: It seems to be some kind of trip-wire. It sets off a series of pendulums that shred to pieces anyone that stands there.
    NPC1: Right--well, then, let's just step over it, shall we?
    Monk: No, I'm afraid that's impossible.
    NPC1: What do you mean, impossible? Just step over it.
    Monk: No, you see... We don't have a "step over it" button in the controls. But don't worry, I have an idea. NPC2, trip the wire.
    NPC2: What?? You just said it would shred me to pieces!
    Monk: Well, yes, but I mean, not literally to pieces. Well, maybe literally to pieces. I have no idea what it will do, to be honest.
    Thief: How about I just disarm the tripwire?
    Monk: Listen, we agreed that I would handle the traps in this hallway, and that's what I intend to do! Now NPC2, if you'll just walk across the tripwire, we'll carry you back to the temple to be revived...

    Doesn't quite follow, does it?

    /Creating a single hypothetical situation to support your view. Blatant fallacy if there ever was one.

    And with that I'm off. I think we both agree that we don't agree on this subject anyway.
  • bigdogchrisbigdogchris Member Posts: 1,336
    Isn't having an opinion and talking about it in the "Feature Request" forum what an open discussion board is for?

    The bug thread is for the facts. If you're worried about nit picking opinion/fact, bugger off to the Bug threads.
  • MalmerMalmer Member Posts: 11
    I all for open discussions.

    But then
    Aosaw said:

    Find Traps, by itself, is a useless ability.

  • DeeDee Member Posts: 10,447
    Ah, so you're just antagonizing my conclusion sentence for stating it like you would a thesis in any persuasive piece.

    That's so helpful.
Sign In or Register to comment.