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  • Monk Gloves

    I did a search before I posted this to see if this has been brought up and I did not see anything that bears on my suggestion, so if this has already been suggested or beaten into the ground, please just close.

    I see that because of crafting you can now have different types of weapons (metals) and also have different elemental damages placed on the weapons. I saw the discussion about having multiple damages on a weapon; however, I get the drift that is frowned upon.

    My point is that if you can put 1d6 (I think that is the max) elemental damage on a weapon, can we have something like that for monk gloves? I asked around about having monk gloves and having elemental damage and I got a negative response on the ability to do it.

    My suggestion is maybe have a monk glove available that does 1d6 damage (cold, sonic, etc.). The gloves would also have a +1 enhancement bonus similar to the current gloves available. Maybe the gloves could be part of a monk quest or something or maybe have to have similar GP and gems you need to have elemental and enhancement done on a weapon to be able to purchase such an item.

    Thanks for your time.
    • Dalrion - Ranger of the Viridale
    • Constantine - Adorned of Ilmater
    • Crom - Priest of Gorm
    Bring me a Shrubbery!

  • #2
    Might be something incorporated into Kael's crafting overhaul, but I'm not sure.
    "Microsoft has to move the Reply All button further away from the Reply button. It's the computer equivalent of putting the vagina so close to the sphincter."
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    • #3
      Yeah I was planning to make gloves enchantable, but haven't really looked into it much yet. There's also going to be a couple of better quality monk gloves available from crafting directly.

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      • #4
        1d6 on monk gloves might be a little more nasty than we want easily made, anyway. If you look at the typical monk gloves provided, they are 1, 2, 3, etc. damage, not 1d4, 1d6, etc. It's that way for game balance, or monk fists would get realllll nasty.
        "Microsoft has to move the Reply All button further away from the Reply button. It's the computer equivalent of putting the vagina so close to the sphincter."
        -Bill Maher

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        • #5
          Yeah, monks can do some serious damage already...
          Lorlen Locke: "Amazing how the righteous commit acts of tyranny and terror almost as beautiful as our own under their banner of "good". We merely call a spade a spade."

          "If you can't learn to do something well, learn to enjoy doing it poorly."

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          • #6
            I was asking for 1d6 to go along with the current crafting capabilities and didn't want to seem like I was aksing for something that was not already in the game. Furthermore, if I had asked for what I originally wanted, say 3 or 4 damage, that would actually be more devastating IMO because that is consistent damage, whereas 1d6 has a range and in my experience, it is usually the lower range - rolls a 1 on elemental damage and curses
            • Dalrion - Ranger of the Viridale
            • Constantine - Adorned of Ilmater
            • Crom - Priest of Gorm
            Bring me a Shrubbery!

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            • #7
              3 or 4 damage is equivellent to monk +3 / +4 gloves. Those would be extremely rare and powerful on Sundren.
              "Microsoft has to move the Reply All button further away from the Reply button. It's the computer equivalent of putting the vagina so close to the sphincter."
              -Bill Maher

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              • #8
                If the gloves had a magical enhancement of +3 or +4, then yes, they would be very rare and would provide an AB enhancement as well as a damage bonus. However, I was talking about a similar glove that exists in the game +1 AB and +1 cold damage, but have it be +3 or +4 cold damage (+1 enhancement and +3 or +4 cold damage). That isn't any different than having a sword with a +1 enhancement bonus and then 1d6 extra elemental damage, IMO. The biggest difference is if you give it a 3 or 4 damage bonus, it is persistent, whereas a 1d6 roll could go from 1 thru 6, based on your luck.
                • Dalrion - Ranger of the Viridale
                • Constantine - Adorned of Ilmater
                • Crom - Priest of Gorm
                Bring me a Shrubbery!

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                • #9
                  I think Tamur has a couple of good points, but since the fact that there's only one store for Monks in Sundren has been addressed, I'll ring in on the damage.

                  Gleaned from many session as a DM at the table-top, giving a Monk glove consistant damage as opposed to 1d6 (magical, elemental, whatever) can get really unbalanced quickly.

                  Just an opinion from a long-time gamer, for the atmosphere Sundren tries to maintain, I think a low level set of gloves could have 1d3 (elem, mag, w/e) damage and a high level, 1d4 (elem, mag, w/e).
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                  • #10
                    I think you're both missing the issue

                    The designers originally shied away from giving gloves as much damage as weapons for reasons. A sword that is +1 might also have 1d4 acid damage; a COMPARABLE monk glove would be +1 attack or enchantment, but +1 damage bonus, not 1d4.

                    I don't think we want gloves damage bonus to scale the same as weapons do. I do think we want gloves with more variety of bonuses, which is something Kael is already addressing.
                    "Microsoft has to move the Reply All button further away from the Reply button. It's the computer equivalent of putting the vagina so close to the sphincter."
                    -Bill Maher

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                    • #11
                      Understood.

                      Thanks!
                      • Dalrion - Ranger of the Viridale
                      • Constantine - Adorned of Ilmater
                      • Crom - Priest of Gorm
                      Bring me a Shrubbery!

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                      • #12
                        You have to remember that as Monks go up in level their punches and kicks fire off like a machine gun. I remember seeing streams of numbers in NWN1 and the monk would still be stood there kicking and punching long after the opponent was dead just so the animation could catch up. That little +1 AB and +1 to cold damage on a monk of the long death gloves addaed up to the equivelent of +1 AB and +1d6 cold on a longsword or whatever because the monk gets that many more attacks per round.

                        As someone who has been assassinated by a monk of the dark moon on the way to his indoctrination as dark lord of a temple to Shar, I have never been more horrified than the moment I was hit by a stunning fist and then stood just watching my hit points drain like water from that bar.

                        Monk fist damage is low but adds up to more than most weapon users dish out in their 2-3 attacks per round.
                        If honour is truth and a lie is respect, then a secret is sacred.
                        Confide in me my friend and I shall love you like no other.

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                        • #13
                          As much as I love monks, I adamantly agree with PL. Actually I think 1d4 or anything higher than +2 on DMG is already pushing it and overpowerd. Especially in a low magic server.
                          Elric Modner. - "Yesterday I dared struggle against tyranny, Today I dare to fight once again."

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                          • #14
                            If you want more damage, play a half-orc, gray orc or wood elf monk and whack that str up rather than just being a dex/wisdom. build.

                            The extra str will give you some extra damage. Not much but if you are feeling your monk is a little weak on his punches, it's a little bonus to attack and damage.

                            Best monk i ever made was a Banite half-orc monk. no stealth at all. he was just a brick. Lots of con and str and average wisdom and dex. His AC was lower but he got that extra damage. Put the unused skill points into heal and concentration and he's a massive user of kits to repair his wounds.

                            People are all too obsessed with filling in for a monks weaknesses, being the fact they don't wear armour or have a weapon. Sounds like your playing a monk but not actually playing a monk... if you get me.

                            Of course when he ended up with the gloves that were +1 attack and +1d4 bludgeoning damage. It was like watching the increadible hulk on amphetamines.
                            If honour is truth and a lie is respect, then a secret is sacred.
                            Confide in me my friend and I shall love you like no other.

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                            • #15
                              I am actually playing a monk - monks are usually, if you look at all the movies, books, etc. fast, flexible, able to to incredible things dexterity wise - they are not half-orc hulks that put more points into con and strength. To me that is making up for what you think is a weakness. My current monk has a decent strength (14) and good dex (17 currently) and a good wisdom (16). I see that as balanced and probably closer to a true monk than the build you were talking about.

                              I merely posted a suggestion and didn't think the damage all the way through. I understood what PL was saying and droppped it.
                              • Dalrion - Ranger of the Viridale
                              • Constantine - Adorned of Ilmater
                              • Crom - Priest of Gorm
                              Bring me a Shrubbery!

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