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The monk in D&D 3.5 (and, to a lesser extent, in Pathfinder) is generally considered underpowered.

Would adding magic 'weapons' that could add enhancement bonuses and magic weapon effects to a monk's unarmed strikes be sufficient to re-balance them? Would they then be over-balanced?

To be specific I'm thinking of something like hand wraps that are a zero-cost weapon having no mundane effect on combat (the wielder counts as unarmed) but that can be enchanted in the same way and at the same cost as a normal magic weapon.

Update:

Thanks to @mxyzplk, I see that Gauntlets would effectively fulfill this effect. Odd that I haven't seen this in any of the discussions on monk optimisation!

Regarding assessing balance, I'll judge this based on how well it addresses the issues in @KRyan's answer in the above-linked question. Obviously if anyone doesn't agree with his analysis then this question is moot, although I would like to see those competing opinions.

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This is a pretty delicate topic. If you could lay down some specific guidelines about how you evaluate balance, that would go a long way toward getting constructive answers and avoiding Comment Wars. – BESW Feb 26 at 0:38

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up vote 15 down vote accepted

Necessary but insufficient

It would help. It would more than help; I have a hard time imagining them being functional without it. The necklace of natural attacks or scorpion kama are generally necessary for Monks. That said, the necklace of natural attacks does exist (as do similar items in Pathfinder), and it’s not nearly enough to make the Monks good.

The Monk’s problems are problems of design: the people who wrote it evidently had no clear idea of what a Monk was or should do. Thus it receives a mish-mash of random abilities that do not synergize (and frequently contradict one another, see Flurry of Blows and Fast Movement).

To “fix” the Monk, one must first come up with a clear vision of what the Monk is supposed to be and do, and then most likely rebuild it from the ground up focused on that vision.

Or simply use one of the many classes that can effectively model one or more possible visions of what a “monk” should do, without any levels in the “Monk” class. The Cleric and Psychic Warrior are both Open Game Content and quite capable of fulfilling most roles you could imagine for the Monk, for instance. I’d argue that it’s entirely reasonable to treat a Barbarian’s Rage as “Zen Focus” and waive the non-lawful requirement (which I’d further argue is dumb to begin with). Such a “Barbarian” multiclassed with Fighter for combat maneuver mastery and perhaps taking Improved Unarmed Strike would make a decent monk. And if you have Tome of Battle, the Swordsage also does an excellent job.

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Yes, I think you're right overall, especially for 3.5, whereas Paizo seem to be doing a good job of addressing some these issues and adding a little more balance to the class. That said, I'd love to see what a more focussed vision of the monk would look like! – Paul Hutton Feb 27 at 19:26
Not sure if this is worth writing up as a full question, but how does a cleric make for a good monk? To some extent this is about limitations: the monk's AC bonuses only apply if he is without armour for example. Sure, you could probably make a more effective cleric who can chose to eschew armour, but why would you? Adding +4 to your AC just by putting on a chain shirt is pretty valuable and carries few penalties for a cleric (especially if it is mithral). But he no longer looks like a monk. – Paul Hutton Feb 27 at 19:37
@PaulHutton: Monk's Belt gives Monk-like Wis-to-AC if you are unarmored; it tends to work better for Clerics than Monks anyway. Divine power and righteous might are excellent buffs that make you a great melee combatant regardless of weapon. Sacred Fist from Complete Divine does not require Monk levels to enter (just Imp. Unarmed Strike and Stunning Fist), gives Monk-like Unarmed Strike damage, and some other neat class features on top of full spellcasting (text trumps table). And of course, Cleric works well for the pseudo-religious/mystic nature of Monks. – KRyan Feb 27 at 19:43
Also, it's not optimal, but the first two levels of Monk are far from awful. A Monk 1/Cleric 4 is not a bad entry to Sacred Fist. Doing without the Monk levels is still better though. – KRyan Feb 27 at 19:46
Monk's Belt is not a cheap item, so it would take a while until they start to look like a monk. (Curious that Monk's Belt is different in Pathfinder: Monk's Robe – doesn't add WIS-based AC bonus, only level-based.) I agree that Divine Power and Righteous Might are excellent buffs, but, as with the armour, why would you choose to not wield a weapon? – Paul Hutton Feb 27 at 20:00
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Sure they help.

First of all, the monk isn't designed to be better at a single thing than other classes, so expecting its DPR to match a fighter's is a false expectation and in my opinion the monk being "underpowered" is a problem that exists only in highly optimized games, which is not the sum total of all the game types out there. The linked question is about optimizing and making the monk "brokenly good," which I can't speak to. However, in the various campaigns I've played in since 2000 with various groups in various cities under 3e, 3.5, and Pathfinder, monks have been popular classes at the table and have been considered a fun option not terribly overshadowed by others.

However, it's certainly not the strongest class, and so Paizo's put out some gear and changes to help the monk get better! The amulet of mighty fists is the usual core item to magically buff the monk. They just revised it and lowered its price, as well as gave the monk's ki strike some DR-overcoming power - see "Monkeying Around" on the Paizo blog.

The new body wrap of mighty strikes also directly augments unarmed strikes.

There's been back and forth debate and conflicting rulings (to the point of conflicting verbiage in successive printings of the same weapon in different books) on whether weapons like cesti, gauntlets, rope gauntlets, emei piercers, and/or brass knuckles use a monk's unarmed damage or not. Many are monk weapons and thus by definition may be flurried, ki striked, etc. with, but the damage has been debated. I just say "yes, use your unarmed damage" to all of them. In my pirate campaign the captain is a monk; he has magical gauntlets and also some cold iron brass knuckles he bought that have the knuckles inscribed with "ELFPU" and "NCHER". By letting these weapons leverage unarmed damage, the monk avoids some of his traditional problems with DR and cheaper enhancement means less "flurry of misses."

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