Tusen
2022-08-19, 01:50 AM
Firstly: Tell me if I put this in the wrong section. I wasn't sure if a prefix is required or not since this is my first thread.
So this thread is generally about updating AD&D 1e OA monk to 3.5, below is a bunch of information (aka: a rant) to provide some background knowledge so you don't have to go and dig up your AD&D 1e OA book to discuss this. Sorry if this has been done before, I couldn't find it but I probably didn't search as hard as I should have.
Okay, so I'd say it's pretty well known that martials got shafted as they were brought forward to 3.x, a bunch of styles got nerfs to their attacks per round, had relatively worse saves in terms of frequency while everyone got a general buff to their HP since high con bonuses became larger and easier to get, while magic users didn't level up slower than martials any more. However, the boy that was done the absolute dirtiest in my opinion is the monk.
Leaving the details about why the shift happened which could risk this thread going off-topic, we can say that the assassin and the monk (among others) were already done dirty by the transfer from AD&D 1e to 2e. The wotc monk of 3.x draws from one of the only bits of monk we got in 2e, which was in a red brotherhood book. When you compare the 1e monks to the 3.x monks you can see some similarities, evasion was basically an exclusive monk thing in 1e iirc (I haven't looked too deeply to try to find another example, plus it was called something different).
OA monk had a bunch of different styles. These could range in damage from 1d4 to 1d8 as a base, and you could get up to 5 dice +1 extra damage by level 17. They also gained extra damage on the use of all weapons which they could use, but that paled in comparison to the sheer dominance that their unarmed damage could deal out, especially once you take into account special attacks like roundhouse kicks or flying kicks which could double or triple damage (but had penalties if you missed, ranging from the minor (missing the rest of your turn) to severe (falling prone and missing the rest of your turn)). They were also under the thief umbrella and gained most of the skills relating to being one. With the most defensive style they could also start with an AC of 5 as well and progress in the end to an AC of -2.
The price of this? 2d4 as their HD at level 1, 1d4 at levels after. Also, they were unable to benefit from high stats, while requiring plenty of them to gain class entry. This was fine in terms of strength, who cares about an extra 6 damage or so per attack when you are dealing 5d8+1? However it really, really hurt in terms of hit points.
They were the epitome of martial glass cannon, along with some rules regarding stunning enemies if you hit them well enough and such which wouldn't translate forward into 3.5 that well I think. Some could only attack with fists, some with fists and feet, some with any part of their body. You could also learn to combine styles through enough RP stuff and tracking down masters to teach you so that you could end up with the strongest possible combination. AC 5 at base, d8 damage dice, ability to strike with all your body and things like that. However that was to be done at DM discression.
So when the question came in regards to: Which one of these monks do I adapt? Do I make it the best possible one to make the monk as strong as possible? Or do I make a strong combination just using a body-fighting monk since that's what 3.5 draws from the most in terms of lore (since monks are are hand + feet + joint attacks in 3.5 base). Also some of the progressions of monk could happen at funky intervals rather than regular ones, and 3.5 tends to smooth those progressions out so I did the same here.
So in the end I went for keeping the d4 HD, but bringing forward the lesser thief abilities (the lesser skill breadth represented by 6+int instead of 8+int skill points) and I based it on a 1d6 damage high defense style. Putting the average damage at each level into a regression to get an equation that fit kind of well which I could then extrapolate back out into unarmed damages by getting as close to the values it spat out as possible, so we can use raw dice values instead of 4d6+1 for damage, althought he progression is anything but smooth. For now I kept to them having good saves since that's part of their identity in 3.5, along with keeping rogue BAB since that's what they had. Also to get around the 2d4 at level 1 funkiness I gave them the toughness feat as a bonus feat at level 1, since that provides 3hp instead of 2.5 on average and monks didn't get bonus con to hp in AD&D 1e anyway.
The AC bonus can be changed. However the progression was done with 3.5 systems in mind, namely that monks actually get dex to AC along with wisdom to AC. If these were removed to make it more like 1e monk then the AC bonus progression would be ramped up. Since not only did you go to -3 which in raw numberrs would be equivalent to AC23, but this was also a good armour class to have at end game (level 17), while a good AC at end game for 3.x is far higher than 22, so to make the context match you would need to ramp up that progression a lot. Other than that I've kept the regular 3.5 monk abilities rather than trying to forward port the AD&D 1e monk ones mainly since I'm lazy and will at least pretend wotc's timings are somewhat balanced.
So in the end this is what the initial rough forward-port adds. I'd like to have input about how to balance it with the system changes that 3.x introduced and the like.
So what do we end up with?
HD: d4
Skills: 6+int
Skills added to class skills: Search, Disable Device, Open Lock
Monk
BAB
Fortitude
Reflex
Will
Class Features
Flurry of Blows attacks
Unarmed Damage
Unarmored AC bonus
Unarmored Bonus Speed
Number Of Special Attacks
1
+0
+2
+2
+2
Trapfinding, Toughness, Bonus feat
3
1d6
5
10ft
1
2
+1
+3
+3
+3
Bonus feat, Evasion
3
1d6
5
10ft
1
3
+2
+3
+3
+3
Still Mind
3
1d6
5
10ft
1
4
+3
+4
+4
+4
Ki Strike (Magic), Slow Fall 20ft
3
1d8
5
20ft
2
5
+3
+4
+4
+4
Purity of Body
4
1d8
6
20ft
2
6
+4
+5
+5
+5
Bonus Feat, Slow Fall 30ft
4
1d10
6
20ft
2
7
+5
+5
+5
+5
Wholeness of Body
4
1d10
6
20ft
3
8
+6
+6
+6
+6
Slow Fall 40ft
4
2d6
6
30ft
3
9
+6
+6
+6
+6
Improved Evasion
5
3d4
6
30ft
3
10
+7
+7
+7
+7
Ki Strike (Lawful), Slow Fall 50ft
5
3d4
7
30ft
4
11
+8
+7
+7
+7
Diamond Body
5
2d8 (this can also be 4d4 for progression smoothness)
7
30ft
4
12
+9
+8
+8
+8
Abundant Step, Slow Fall 60ft
5
4d4
7
40ft
4
13
+9
+8
+8
+8
Diamond Soul
6
2d10
7
40ft
5
14
+10
+9
+9
+9
Slow Fall 70ft
6
5d4
7
40ft
5
15
+11
+9
+9
+9
Quivering Palm
6
4d6
8
40ft
5
16
+12
+10
+10
+10
Ki Strike (Adamantine), Slow Fall 80ft
6
6d4
8
50ft
6
17
+12
+10
+10
+10
Timeless Body, Tongue of the Sun and Moon
6
7d4
8
50ft
6
18
+13
+11
+11
+11
Slow Fall 90ft
7
3d12 (once again can be buffed to 6d6 for smoother progression)
8
50ft
6
19
+14
+11
+11
+11
Empty Body
7
6d6
8
50ft
7
20
+15
+12
+12
+12
Perfect Self, Slow Fall Any Distance
7
7d6
9
60ft
7
This is just using one particular style, but I've kept the special attacks open to any from 1e OA. I can provide a list of them if required. The flurry of blows represent the extra strikes this character got, if we were doing the 5e reversion to being able to do all your attacks as a standard action instead of requiring a full action, and them all being at maximum attack value instead of having BAB progression then that shows how many attacks they'd have at that level.
Different styles would end up with different end values, as would different assumptions. We could go as high as 8d8 or so damage at level 20 with a more potent style being adapted. As you can see though, monk damage tends to go up exponentially. Level 1-4 thet gain no additional compared to their style base, but in the last 4 levels they go from 2d+1 to 4d bonus in OA (13-17). The extra attacks were rescaled in progression since it went no extra, 1/4 extra (As in 1 extra every 4 rounds), 1/2 extra, 1, 3/2, 2/1, 3/1 which isn't really a progression that plays nice with 3.5. With the progression that is there and assuming it will go 4/1 afterwards you end up with an extended level 20 providing 4/1 extra attacks, on top of the 2 extra the style I chose to bring forward for the total of 7 that we have at the end.
If you want to know the AC progression if we kept to this style and the raw progression from 1e but changed it to a bonus due to high AC being better in 3.5 rather than the low AC being better as in AD&D and expanded it out to 20 levels it would be
5/5/5/5/5/5/5/6/7/7/8/9/10/11/11/12/13/14/15/15
Just now as I'm finishing this I realise that the soft attack vital area style that i updated has an attack mod of 1 and not 2...but given that you could theoretically make a style with enough combining to have an ac mod of 5, attack mod of 2 and base damage of d8 instead of d6 this isn't beond the system's capabilities. Reduce all the FoB attacks by 1 if you want to keep it to updating a soft vital area style.
I also haven't delved into how to deal with the changes that something like the leap special attack would bring. Since that allowed one to leap 3 feet+1/level forward (10ft+1/level if you had 10ft of running space) and to flip in mid-air to change your facing at the cost of only one attack, as long as you landed safely. Meaning that end game you could flip behind someone, circle kick them, flip away, circle kick someone else in the arse and so on.
The expoenential progress also interacts weirdly with things like monk tattoo and monk belt since you end up in a world where you can be doing ~30d6 with your punches incredibly easily and thus be able to do 7 ~60d6 circle kicks in a round as long as you don't miss any...but given that you can break monk progression to over double that already this isn't exactly anything new.
So yes, this long and rambling post is now finally over. Yay! What suggestions would you make for this update? We have effectively buffed 1e monks since wea re assuming somethings from 3.5 monks like the AC bonus, being able to actually get bonus damage/hp/things like that but that buff happened to other classes as well being able to access things they couldn't before. The movement speed is technically slightly nerfed, it should be +65ft at the end but I also smoothed out the progression (but kept in that they have a buff at level 1 like 1e OA). Technically they should get vow of poverty at level 1 as well and that should be factored into this, since monks had limits on their use of magical items but plenty of classes did in 1e and this restriction was removed in 3.x. I also wasn't sure what to do regarding their surprise normal progression or their ESP resistance.
Are you fine with the damage growth? Or is it too strong for you? How do you feel about them being even more frail than before but being another trapfinding class (Since they got Find/Remove traps in AD&D 1e)?
So this thread is generally about updating AD&D 1e OA monk to 3.5, below is a bunch of information (aka: a rant) to provide some background knowledge so you don't have to go and dig up your AD&D 1e OA book to discuss this. Sorry if this has been done before, I couldn't find it but I probably didn't search as hard as I should have.
Okay, so I'd say it's pretty well known that martials got shafted as they were brought forward to 3.x, a bunch of styles got nerfs to their attacks per round, had relatively worse saves in terms of frequency while everyone got a general buff to their HP since high con bonuses became larger and easier to get, while magic users didn't level up slower than martials any more. However, the boy that was done the absolute dirtiest in my opinion is the monk.
Leaving the details about why the shift happened which could risk this thread going off-topic, we can say that the assassin and the monk (among others) were already done dirty by the transfer from AD&D 1e to 2e. The wotc monk of 3.x draws from one of the only bits of monk we got in 2e, which was in a red brotherhood book. When you compare the 1e monks to the 3.x monks you can see some similarities, evasion was basically an exclusive monk thing in 1e iirc (I haven't looked too deeply to try to find another example, plus it was called something different).
OA monk had a bunch of different styles. These could range in damage from 1d4 to 1d8 as a base, and you could get up to 5 dice +1 extra damage by level 17. They also gained extra damage on the use of all weapons which they could use, but that paled in comparison to the sheer dominance that their unarmed damage could deal out, especially once you take into account special attacks like roundhouse kicks or flying kicks which could double or triple damage (but had penalties if you missed, ranging from the minor (missing the rest of your turn) to severe (falling prone and missing the rest of your turn)). They were also under the thief umbrella and gained most of the skills relating to being one. With the most defensive style they could also start with an AC of 5 as well and progress in the end to an AC of -2.
The price of this? 2d4 as their HD at level 1, 1d4 at levels after. Also, they were unable to benefit from high stats, while requiring plenty of them to gain class entry. This was fine in terms of strength, who cares about an extra 6 damage or so per attack when you are dealing 5d8+1? However it really, really hurt in terms of hit points.
They were the epitome of martial glass cannon, along with some rules regarding stunning enemies if you hit them well enough and such which wouldn't translate forward into 3.5 that well I think. Some could only attack with fists, some with fists and feet, some with any part of their body. You could also learn to combine styles through enough RP stuff and tracking down masters to teach you so that you could end up with the strongest possible combination. AC 5 at base, d8 damage dice, ability to strike with all your body and things like that. However that was to be done at DM discression.
So when the question came in regards to: Which one of these monks do I adapt? Do I make it the best possible one to make the monk as strong as possible? Or do I make a strong combination just using a body-fighting monk since that's what 3.5 draws from the most in terms of lore (since monks are are hand + feet + joint attacks in 3.5 base). Also some of the progressions of monk could happen at funky intervals rather than regular ones, and 3.5 tends to smooth those progressions out so I did the same here.
So in the end I went for keeping the d4 HD, but bringing forward the lesser thief abilities (the lesser skill breadth represented by 6+int instead of 8+int skill points) and I based it on a 1d6 damage high defense style. Putting the average damage at each level into a regression to get an equation that fit kind of well which I could then extrapolate back out into unarmed damages by getting as close to the values it spat out as possible, so we can use raw dice values instead of 4d6+1 for damage, althought he progression is anything but smooth. For now I kept to them having good saves since that's part of their identity in 3.5, along with keeping rogue BAB since that's what they had. Also to get around the 2d4 at level 1 funkiness I gave them the toughness feat as a bonus feat at level 1, since that provides 3hp instead of 2.5 on average and monks didn't get bonus con to hp in AD&D 1e anyway.
The AC bonus can be changed. However the progression was done with 3.5 systems in mind, namely that monks actually get dex to AC along with wisdom to AC. If these were removed to make it more like 1e monk then the AC bonus progression would be ramped up. Since not only did you go to -3 which in raw numberrs would be equivalent to AC23, but this was also a good armour class to have at end game (level 17), while a good AC at end game for 3.x is far higher than 22, so to make the context match you would need to ramp up that progression a lot. Other than that I've kept the regular 3.5 monk abilities rather than trying to forward port the AD&D 1e monk ones mainly since I'm lazy and will at least pretend wotc's timings are somewhat balanced.
So in the end this is what the initial rough forward-port adds. I'd like to have input about how to balance it with the system changes that 3.x introduced and the like.
So what do we end up with?
HD: d4
Skills: 6+int
Skills added to class skills: Search, Disable Device, Open Lock
Monk
BAB
Fortitude
Reflex
Will
Class Features
Flurry of Blows attacks
Unarmed Damage
Unarmored AC bonus
Unarmored Bonus Speed
Number Of Special Attacks
1
+0
+2
+2
+2
Trapfinding, Toughness, Bonus feat
3
1d6
5
10ft
1
2
+1
+3
+3
+3
Bonus feat, Evasion
3
1d6
5
10ft
1
3
+2
+3
+3
+3
Still Mind
3
1d6
5
10ft
1
4
+3
+4
+4
+4
Ki Strike (Magic), Slow Fall 20ft
3
1d8
5
20ft
2
5
+3
+4
+4
+4
Purity of Body
4
1d8
6
20ft
2
6
+4
+5
+5
+5
Bonus Feat, Slow Fall 30ft
4
1d10
6
20ft
2
7
+5
+5
+5
+5
Wholeness of Body
4
1d10
6
20ft
3
8
+6
+6
+6
+6
Slow Fall 40ft
4
2d6
6
30ft
3
9
+6
+6
+6
+6
Improved Evasion
5
3d4
6
30ft
3
10
+7
+7
+7
+7
Ki Strike (Lawful), Slow Fall 50ft
5
3d4
7
30ft
4
11
+8
+7
+7
+7
Diamond Body
5
2d8 (this can also be 4d4 for progression smoothness)
7
30ft
4
12
+9
+8
+8
+8
Abundant Step, Slow Fall 60ft
5
4d4
7
40ft
4
13
+9
+8
+8
+8
Diamond Soul
6
2d10
7
40ft
5
14
+10
+9
+9
+9
Slow Fall 70ft
6
5d4
7
40ft
5
15
+11
+9
+9
+9
Quivering Palm
6
4d6
8
40ft
5
16
+12
+10
+10
+10
Ki Strike (Adamantine), Slow Fall 80ft
6
6d4
8
50ft
6
17
+12
+10
+10
+10
Timeless Body, Tongue of the Sun and Moon
6
7d4
8
50ft
6
18
+13
+11
+11
+11
Slow Fall 90ft
7
3d12 (once again can be buffed to 6d6 for smoother progression)
8
50ft
6
19
+14
+11
+11
+11
Empty Body
7
6d6
8
50ft
7
20
+15
+12
+12
+12
Perfect Self, Slow Fall Any Distance
7
7d6
9
60ft
7
This is just using one particular style, but I've kept the special attacks open to any from 1e OA. I can provide a list of them if required. The flurry of blows represent the extra strikes this character got, if we were doing the 5e reversion to being able to do all your attacks as a standard action instead of requiring a full action, and them all being at maximum attack value instead of having BAB progression then that shows how many attacks they'd have at that level.
Different styles would end up with different end values, as would different assumptions. We could go as high as 8d8 or so damage at level 20 with a more potent style being adapted. As you can see though, monk damage tends to go up exponentially. Level 1-4 thet gain no additional compared to their style base, but in the last 4 levels they go from 2d+1 to 4d bonus in OA (13-17). The extra attacks were rescaled in progression since it went no extra, 1/4 extra (As in 1 extra every 4 rounds), 1/2 extra, 1, 3/2, 2/1, 3/1 which isn't really a progression that plays nice with 3.5. With the progression that is there and assuming it will go 4/1 afterwards you end up with an extended level 20 providing 4/1 extra attacks, on top of the 2 extra the style I chose to bring forward for the total of 7 that we have at the end.
If you want to know the AC progression if we kept to this style and the raw progression from 1e but changed it to a bonus due to high AC being better in 3.5 rather than the low AC being better as in AD&D and expanded it out to 20 levels it would be
5/5/5/5/5/5/5/6/7/7/8/9/10/11/11/12/13/14/15/15
Just now as I'm finishing this I realise that the soft attack vital area style that i updated has an attack mod of 1 and not 2...but given that you could theoretically make a style with enough combining to have an ac mod of 5, attack mod of 2 and base damage of d8 instead of d6 this isn't beond the system's capabilities. Reduce all the FoB attacks by 1 if you want to keep it to updating a soft vital area style.
I also haven't delved into how to deal with the changes that something like the leap special attack would bring. Since that allowed one to leap 3 feet+1/level forward (10ft+1/level if you had 10ft of running space) and to flip in mid-air to change your facing at the cost of only one attack, as long as you landed safely. Meaning that end game you could flip behind someone, circle kick them, flip away, circle kick someone else in the arse and so on.
The expoenential progress also interacts weirdly with things like monk tattoo and monk belt since you end up in a world where you can be doing ~30d6 with your punches incredibly easily and thus be able to do 7 ~60d6 circle kicks in a round as long as you don't miss any...but given that you can break monk progression to over double that already this isn't exactly anything new.
So yes, this long and rambling post is now finally over. Yay! What suggestions would you make for this update? We have effectively buffed 1e monks since wea re assuming somethings from 3.5 monks like the AC bonus, being able to actually get bonus damage/hp/things like that but that buff happened to other classes as well being able to access things they couldn't before. The movement speed is technically slightly nerfed, it should be +65ft at the end but I also smoothed out the progression (but kept in that they have a buff at level 1 like 1e OA). Technically they should get vow of poverty at level 1 as well and that should be factored into this, since monks had limits on their use of magical items but plenty of classes did in 1e and this restriction was removed in 3.x. I also wasn't sure what to do regarding their surprise normal progression or their ESP resistance.
Are you fine with the damage growth? Or is it too strong for you? How do you feel about them being even more frail than before but being another trapfinding class (Since they got Find/Remove traps in AD&D 1e)?