Are the monk parties fun?
One of the things I like about parties is the opportunity to rotate damage around in order to win a combat without casualties - that was the original genesis of the Wrecking Crew. The monks relatively low HPs and susceptibility to criticals makes that much more difficult for them, but it's still satisfying when it comes off. It's also fun to stun things, although in this installation free action protects against stun and there are a surprisingly large number of enemies who have the ability to ignore it
.
Although the results of my monk runs don't reflect it I am actually coming to the view that there is the potential for success with a group of monks. Their ability to use a wide range of potions and other equipment could be used to buttress their weaknesses long enough to get them to the sort of late-teens levels where they become serious fighters. Getting there safely would probably require far more buffing and use of defensive equipment than I typically do, but I could imagine doing that sort of run - at least as long as no character had been killed - which tends to be my signal for a gradual (or sometimes dramatic
) reduction in the amount of care taken. Of course even at those levels the monks would remain a lot more fragile than an equivalent group of fighters, so there would need to be a high level of concentration thoughout a run - which would suggest that the monks would be better off in your hands ...
In order to shift the odds their way stealth would also be very important to the monks. Normally I don't think there would be any chance of me leveraging that effectively over a long run as it would be too much hassle. However, the custom script Gate70 provided me with does greatly reduce the effort of using stealth and again I could imagine making quite a bit of use of it over a long run if I retained the incentive of keeping everyone alive. I'll probably have at least another couple of goes at them to see if I can get a group through BG1 unscathed.





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