maybe you should invoke a name of one of the bgee team members.
personally i would prefer to see some sensible kits for monks first, and ability to dual class later. (maybe kits could include option to dual class. monk class is a bit tricky, being demanding to develop fully and all...)
A dual class in AD&D is a change on the person commitment, you leave your old beliefs to dedicate yourself in a new objective, and after you overcoming your old primary level, you get experience enough to use the skills of the previous class.
Monk class is a full commitment, you have your powers due to a constant concentration state and force of will. So to dual class from a monk is to leave your old beliefs, the very essence of the class skills, there would be nothing left to recover when your new class overcome the monk class, except for some thaco bonus or attacks per round.
From a technical perspective, a monk is a snowball of power, the more levels you have with them, the better. To dual him after some point is the same that trow on the garbage all the effort made to archieve the current level (we're speaking of BG start here at level 1 i believe what just enhance this point of view). And to become a monk latter would be not very wise.
What is needed to monks is to move them away from a warrior kit view, cos that's what they are at the moment, and make them a class specific character (more attack all abilities and less killing machine maybe, just an option here).
Edit: Just forget, an update on the find traps of the monks shoud be cool too, the find trap description include disarm them, what is not possible on the game (anyway, disarm or force a trigger from a distance, something shoud be done about it).
Maybe kits for Monastic orders in Forgotten Realms ^^ (that include option to dual class) Order of the Sun Soul; Order of the Dark Moon; Broken Ones; Shining Hand; Weeping Friars; Long Death;
A dual class in AD&D is a change on the person commitment, you leave your old beliefs to dedicate yourself in a new objective, and after you overcoming your old primary level, you get experience enough to use the skills of the previous class.
Monk class is a full commitment, you have your powers due to a constant concentration state and force of will. So to dual class from a monk is to leave your old beliefs, the very essence of the class skills, there would be nothing left to recover when your new class overcome the monk class, except for some thaco bonus or attacks per round...
Clerics, Mages and Druids are "full commitment classes" and get their powers from constant concentration but they can dual class and multi-class. Try again.
Monks can't dual-class for the same reason that Paladins can't dual-class: its because of [insert arbitrary reason here].
I'm sure that whatever reason presented can always be argued against.
My thoughts exactly. If a kensai, who is supposed to live by the sword, for the sword, can dual into a thief or a mage, why wouldn't monks be able to ? Hell, 3rd ed allows almost any combination of dual-classing, and there are always "roleplay" reasons to do so.
But I agree with Anton as well, in that at the moment, monks need to be fixed more than expanded.
Clerics, Mages and Druids are "full commitment classes" and get their powers from constant concentration but they can dual class and multi-class. "----->Try again".
Mages get knowledge and pratice of bending and manipulating the arcane forces. therefore its nonsense equate them to a monk.
Druids have affinity with nature, their power come not of their commitment by nature but by being in harmony with nature.
Clerics (a more hard matter), have their powers by being devote to a god, while they're learning the 2° class they can't use cleric powers, cos they're distant from their god, but i don't see a problem if i roleplay someone with a faith crisis, that later get back his confidence in his god.
Monks develop themself to Their gods, every form of their power is an expression of their beliefs. Much like a Gith they shape their power from will itself. If you stop of believe yourself you change, it's not a deity that can simply accept your back, it's yourself that don't belief in the very source of your power.
Yikes. You seem to be making up rules convenient to your argument. Allow me to trim up your rhetoric so as to illustrate more clearly what you are saying.
"Mages are mages and therefore can't be compared to monks."
"Druids are in harmony with nature as opposed to being committed to nature so it's okay to dual-class."
"When clerics dual-class they have a faith crisis, which they can snap out of."
Considering that in 3E, you can, in practice, dual-class Paladins and Monks, I don't think there will ever be any way to justify Monks not being able to dual-class through lore.
Considering that in 3E, you can, in practice, dual-class Paladins and Monks, I don't think there will ever be any way to justify Monks not being able to dual-class through lore.
@Wikkid_Suhn as i told is my point of view, feel free to like or not.
except for the first paragraph of my frist post here, that i believe to be a base of the AD&D dual class, all the others are my point of view and i let that clear.
@Tanthalas as i said i used the AD&D rule set to make this view.
Considering that in 3E, you can, in practice, dual-class Paladins and Monks, I don't think there will ever be any way to justify Monks not being able to dual-class through lore.
And this is yet another point where 3rd Ed. jumped the shark in my opinion.
Wanna try this overpowered combo that makes no roleplaying sense what-so-ever? Sure, why not? You're in control, suit yourself.
Again, if there are no limits to what you can do, everything everyone does becomes ordinary and therefore uninteresting. For things to be special there have to be rules governing them, and limits need be set as to what PCs can do. I'm all against Monks, Paladins and Kensais being able to dual-class. I'm not going to argue against existing dual-classing combinations for the sole reason that they already exist.
Seriously people - and I know this is going to get me a whole lot of disagrees but I don't care - stop asking for powerful / overpowered things by masking them as flexibility / more options to the player just because you want the power. Either admit that you're doing this for the cheese, or drop it. The game is already easy enough to beat as it is (and AD&D rules exist for a reason, which is not to be bent: with no rules, there is no game).
@AndreaColombo I did "Disagree" you, but its not because of the "overpowered" things (though I will talk about that too), its actually because of this:
Wanna try this overpowered combo that makes no roleplaying sense what-so-ever? Sure, why not? You're in control, suit yourself.
I have never played a PnP game and my only experience of AD&D and 3E is from BG/IWD and stuff that I have read online, so my knowledge is limited, but considering these games, I'd say that 3E brought a lot more freedom to role-playing.
My character grew up in a monastery and from a young age was trained in the ways of the Monk. After a few years he left the monastery and through his experiences he: a) found out he had a gift for magic and learned arcane arts. b) joined a Thieve's guild and embarked in a life of larceny. c) found out about his talent for song and performing and opened a show on Broadway.
Yeah, I know that Monks didn't exist in AD&D, but the logic is the same. This situation is simply impossible. (Though 3E still has the problem of not allowing you to become a Monk or Paladin later on in your life, which also makes no sense)
3E's leveling system also fixed a very big problem with weapon proficiencies. It simply made no sense that Paladins could never achieve Grand Mastery in a weapon. Likewise for all the other classes, it also made no sense that they either dual-classed out or into the Fighter class to get Grand Mastery (if you're human), or had to multi-class Fighter-Something. To me, 3E fixed this issue by allowing any class (well, in IWD2 there were restrictions for Paladins and Monks and I wouldn't be surprised if the same were true in PnP 3E) to get a few Fighter levels at the cost of delaying your growth in your preferred class:
My Mage is awesome with his quarterstaff, but my magic isn't as developed due to how I focused so much on my melee skills.
Lastly, about the overpowered thing. So what if people can be overpowered? If you were competing against someone else, sure, balance is needed, but in a single player game? Just because we can be overpowered (and I'm not sure if dual-classing a Monk would produce an overpowered character anyway, but I can be wrong) that doesn't mean that you have to choose to be overpowered. Of course some limits have to be present, but I don't think dual-classing Monks would break the game.
There are many reasons to do a Monk multiclass in 3rd Ed, and if you do this you can't advance like Monk after (the same for Paladin). But in Forgotten Realms you can ^^ with gdr motivations, and add that the characters must not be necessarily tied to a god. In BG 1 & 2 does not have to choose a deity. However I just wanted to know if there would be this possibility xD i never played a Monk in BG ...
@Tanthalas My character grew up in a monastery and from a young age was trained in the ways of the Monk. After a few years he left the monastery and through his experiences he: a) found out he had a gift for magic and learned arcane arts. b) joined a Thieve's guild and embarked in a life of larceny. c) found out about his talent for song and performing and opened a show on Broadway.
This.
And in a somewhat related note, I read this from the forgotten realms wiki the other day.
"The first novel in the The Elminster series, "Making of a Mage" recounts the character's origin story, which explains why he has levels in so many different character classes (fighter, rogue, cleric, and wizard)."
And this is talking about one of the most well-known wizards in the realms.
@Tantalas about your last post, the final phrase you used, maybe i'm wrong but i believe that in the end is just what @AndreaColombo defend too, in fact you 2 are arguing only about the "how", cos both of you share the "why", what i mean is, you have a different view of @AndreaColombo (and mine) in how to do the gameplay, but want too the same goal as us:
"Of course some limits have to be present..."
Of course in this topic you have a disagree about the monk, now in topic:
As the old games is the AD&D rules with small adds from further editions, that's what gonna rule the BG:EE, no? So the rules have to respect the AD&D settings even if the additional content come from ulterior editions, like the monk and the sorcerer.
In 3° edition (i'm a little ignorant about the specifications of the 3° edition, just know them by neverwinter nights playtrough) there's no stop on the evolution of the frist class when you upgrade a new one, so the system there is quite different than AD&D.
If i'm not wrong (and i may be, it's a risk guess here) a monk lvl 10 there can go to lvl 11 or use the level up to make a level 1 wizard class, however the xp used to make that wizard lvl 1 is the same needed to make the same character a monk lvl 11 also, there's no bound anymore of the character to the class on 3° edition.
Mix implements is already messy, but can be done and baldur's gate is the life proof of it. However to mix rules, is to mess the game itself (and our heads along). There's no sense in defend a idea cos 3° edition rule that situation in a way. Or we use the AD&D rules to respect the original content, or we jump to the actual 4°edition or even the 5° edition that had his launch already announced if comes before the launch of BG:EE.
@kamuizin I agree that mixing rules would be messy. By looking at IWD2, Monks seem to follow the same philosophy of Paladins, so it makes sense not to allow them to dual-class in BGEE.
My post was more to discuss about that part that I quoted from AndreaColombo about the 3E rules not making role-playing sense.
I bet the reason why they can't dual-class is the same reason why a normal mage can't use a two handed sword. Pure restriction to keep classes in their place, and thats what makes this game so much fun is for how restrictive it is, and yes i saw up there that kensai can dual class to anything blah bleh blah and all that good jazz ( must likely because they were lazy and werent thinking that people would do things like that) but the point of the matter is, that is what bg is all about, it tries its best to keep characters and class in there place, even if you have a fighter/thief and use a two handed sword for backstabbing, it says: Unsuitable weapon for backstabbing. And that is the problem that 3E had was no restrictions in the slightest and look at how out of control that got, people at level 10 doing retards amount of damage and such, i've heard rumors that people "legitly" had characters at level 20 dealing 1.0 E 52 amount of damage and rot like that, all because there is was no restriction and nothing to keep characters in place, for example, if any character could use a bastard sword/ long sword in bg, why the hell would they ever EVER use a short sword for example? there would be no point in putthing that in the game in the slightest cause no one would use it, and that is the reason why the monk is a single class and probally will never be able to dual is because the bg team try their best to make everything as "legit" as possible, keeping thieves with smaller type weapons, clerics with crushing weapons, mages with basic stuff, paladins as single classes only so and so forth, and i think they do a very good job of it, and that is the reason why we all like this game for what it is
I agree with @sarevok57 but I won't post further comments on the "rules vs flexibility" argument for it is off-topic in this thread. Should a new topic be opened specifically to discuss this, I will intervene :-)
Monks I can kinda get, but someone explain sorcs and Barbarians being denied multi and dual classing making a lot of sense. If Sorc magic is second nature, surely having another proficiency like warfare shouldn't be unbelievable.
Also, in 2E, you CAN dual class a paladin into any other class. I know I've done it in Goldbox games.
I've even done Paladin/Ranger, not the most recommended due to stat and THAC0 overlap and a lack of spells, but still!
I'm not sure that being a dual say a dual classed Monk/Mage would be all that great. Monk would deny the ability to wear things like Vecna robes and the monk's inability to use 2h will deny the mage side its Magi Staff.
A monk needs to get to a high level to receive all his innate benefits, which is why you'd want to become a mage with great further buffable resistances.
What point would a fighter/Monk be? The benefits of being a fighter are lost on the monk. The reverse would be even more baffling.
All in all, the question isn't 'Why can't I?' It's more "What's the gameplay value to it?"
The Monk class has a strict tag that outright denies access to any armor. It'd be like if one rolled a Fighter/Monk, the monk armorless requirement would probably take precedence over mage powers.
I know for a fact in 3E that robes prevent Wis AC.
The Monk class has a strict tag that outright denies access to any armor. It'd be like if one rolled a Fighter/Monk, the monk armorless requirement would probably take precedence over mage powers.
I know for a fact in 3E that robes prevent Wis AC.
In 3rd Ed. plus the bonus of wisdom, AC increases with advancing levels of class
1° - don't use 3rd Ed., the game was made with AD&D rules, so use the AD&D rules. If those rules are outdated use 4° edition or 5° edition (when launch).
Simple overpower dual combo:
Barbarian/druid: +2 bonus to move speed, immunity to backstab and rage. That's with no penality cos all the barbarian penality the monk already has.
Extreme Dual combo:
lvl 12 druid/Monk. (just 300.000 xp to reach lvl 12 druid and already has 2 6° circle spells). This is a monster combination, cos the doom lvl 1 spell would help quivering palms and the stun palm too, lvl 2 bark skin would give bonus to armor class as the monk don't use armor (and would add with monks natural bonus AC), dispel magic and miscast magic to destroy mages, lvl 5 iron skin...and lvl 6 harm with the monk bonus to unarmed attacks... serious we don't need another kensai/mage.
See the above and tell if is fair or balanced.
There other dual combos too, but those 2 just come to my mind now.
Comments
personally i would prefer to see some sensible kits for monks first, and ability to dual class later. (maybe kits could include option to dual class. monk class is a bit tricky, being demanding to develop fully and all...)
Monk class is a full commitment, you have your powers due to a constant concentration state and force of will. So to dual class from a monk is to leave your old beliefs, the very essence of the class skills, there would be nothing left to recover when your new class overcome the monk class, except for some thaco bonus or attacks per round.
From a technical perspective, a monk is a snowball of power, the more levels you have with them, the better. To dual him after some point is the same that trow on the garbage all the effort made to archieve the current level (we're speaking of BG start here at level 1 i believe what just enhance this point of view). And to become a monk latter would be not very wise.
What is needed to monks is to move them away from a warrior kit view, cos that's what they are at the moment, and make them a class specific character (more attack all abilities and less killing machine maybe, just an option here).
Edit: Just forget, an update on the find traps of the monks shoud be cool too, the find trap description include disarm them, what is not possible on the game (anyway, disarm or force a trigger from a distance, something shoud be done about it).
Order of the Sun Soul;
Order of the Dark Moon;
Broken Ones;
Shining Hand;
Weeping Friars;
Long Death;
from: http://forgottenrealms.wikia.com/wiki/Category:Monastic_orders
I'm sure that whatever reason presented can always be argued against.
But I agree with Anton as well, in that at the moment, monks need to be fixed more than expanded.
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Mages get knowledge and pratice of bending and manipulating the arcane forces. therefore its nonsense equate them to a monk.
Druids have affinity with nature, their power come not of their commitment by nature but by being in harmony with nature.
Clerics (a more hard matter), have their powers by being devote to a god, while they're learning the 2° class they can't use cleric powers, cos they're distant from their god, but i don't see a problem if i roleplay someone with a faith crisis, that later get back his confidence in his god.
Monks develop themself to Their gods, every form of their power is an expression of their beliefs. Much like a Gith they shape their power from will itself. If you stop of believe yourself you change, it's not a deity that can simply accept your back, it's yourself that don't belief in the very source of your power.
Its my opinion, and not a registered fact.
"Mages are mages and therefore can't be compared to monks."
"Druids are in harmony with nature as opposed to being committed to nature so it's okay to dual-class."
"When clerics dual-class they have a faith crisis, which they can snap out of."
"Monks are too super cool to dual-class."
except for the first paragraph of my frist post here, that i believe to be a base of the AD&D dual class, all the others are my point of view and i let that clear.
@Tanthalas as i said i used the AD&D rule set to make this view.
Wanna try this overpowered combo that makes no roleplaying sense what-so-ever? Sure, why not? You're in control, suit yourself.
Again, if there are no limits to what you can do, everything everyone does becomes ordinary and therefore uninteresting. For things to be special there have to be rules governing them, and limits need be set as to what PCs can do. I'm all against Monks, Paladins and Kensais being able to dual-class. I'm not going to argue against existing dual-classing combinations for the sole reason that they already exist.
Seriously people - and I know this is going to get me a whole lot of disagrees but I don't care - stop asking for powerful / overpowered things by masking them as flexibility / more options to the player just because you want the power. Either admit that you're doing this for the cheese, or drop it. The game is already easy enough to beat as it is (and AD&D rules exist for a reason, which is not to be bent: with no rules, there is no game).
I did "Disagree" you, but its not because of the "overpowered" things (though I will talk about that too), its actually because of this: I have never played a PnP game and my only experience of AD&D and 3E is from BG/IWD and stuff that I have read online, so my knowledge is limited, but considering these games, I'd say that 3E brought a lot more freedom to role-playing.
My character grew up in a monastery and from a young age was trained in the ways of the Monk. After a few years he left the monastery and through his experiences he:
a) found out he had a gift for magic and learned arcane arts.
b) joined a Thieve's guild and embarked in a life of larceny.
c) found out about his talent for song and performing and opened a show on Broadway.
3E's leveling system also fixed a very big problem with weapon proficiencies. It simply made no sense that Paladins could never achieve Grand Mastery in a weapon. Likewise for all the other classes, it also made no sense that they either dual-classed out or into the Fighter class to get Grand Mastery (if you're human), or had to multi-class Fighter-Something. To me, 3E fixed this issue by allowing any class (well, in IWD2 there were restrictions for Paladins and Monks and I wouldn't be surprised if the same were true in PnP 3E) to get a few Fighter levels at the cost of delaying your growth in your preferred class:
My Mage is awesome with his quarterstaff, but my magic isn't as developed due to how I focused so much on my melee skills.
However I just wanted to know if there would be this possibility xD i never played a Monk in BG ...
And in a somewhat related note, I read this from the forgotten realms wiki the other day.
"The first novel in the The Elminster series, "Making of a Mage" recounts the character's origin story, which explains why he has levels in so many different character classes (fighter, rogue, cleric, and wizard)."
And this is talking about one of the most well-known wizards in the realms.
"Of course some limits have to be present..."
Of course in this topic you have a disagree about the monk, now in topic:
As the old games is the AD&D rules with small adds from further editions, that's what gonna rule the BG:EE, no? So the rules have to respect the AD&D settings even if the additional content come from ulterior editions, like the monk and the sorcerer.
In 3° edition (i'm a little ignorant about the specifications of the 3° edition, just know them by neverwinter nights playtrough) there's no stop on the evolution of the frist class when you upgrade a new one, so the system there is quite different than AD&D.
http://en.wikipedia.org/wiki/Editions_of_Dungeons_&_Dragons
If i'm not wrong (and i may be, it's a risk guess here) a monk lvl 10 there can go to lvl 11 or use the level up to make a level 1 wizard class, however the xp used to make that wizard lvl 1 is the same needed to make the same character a monk lvl 11 also, there's no bound anymore of the character to the class on 3° edition.
Mix implements is already messy, but can be done and baldur's gate is the life proof of it. However to mix rules, is to mess the game itself (and our heads along). There's no sense in defend a idea cos 3° edition rule that situation in a way. Or we use the AD&D rules to respect the original content, or we jump to the actual 4°edition or even the 5° edition that had his launch already announced if comes before the launch of BG:EE.
I agree that mixing rules would be messy. By looking at IWD2, Monks seem to follow the same philosophy of Paladins, so it makes sense not to allow them to dual-class in BGEE.
My post was more to discuss about that part that I quoted from AndreaColombo about the 3E rules not making role-playing sense.
Also, in 2E, you CAN dual class a paladin into any other class. I know I've done it in Goldbox games.
I've even done Paladin/Ranger, not the most recommended due to stat and THAC0 overlap and a lack of spells, but still!
A monk needs to get to a high level to receive all his innate benefits, which is why you'd want to become a mage with great further buffable resistances.
What point would a fighter/Monk be? The benefits of being a fighter are lost on the monk. The reverse would be even more baffling.
All in all, the question isn't 'Why can't I?' It's more "What's the gameplay value to it?"
I know for a fact in 3E that robes prevent Wis AC.
Simple overpower dual combo:
Barbarian/druid: +2 bonus to move speed, immunity to backstab and rage. That's with no penality cos all the barbarian penality the monk already has.
Extreme Dual combo:
lvl 12 druid/Monk. (just 300.000 xp to reach lvl 12 druid and already has 2 6° circle spells).
This is a monster combination, cos the doom lvl 1 spell would help quivering palms and the stun palm too, lvl 2 bark skin would give bonus to armor class as the monk don't use armor (and would add with monks natural bonus AC), dispel magic and miscast magic to destroy mages, lvl 5 iron skin...and lvl 6 harm with the monk bonus to unarmed attacks... serious we don't need another kensai/mage.
See the above and tell if is fair or balanced.
There other dual combos too, but those 2 just come to my mind now.