Double edit, for TL;DR. Accurate depiction of how I think a monk SR vs spellcaster fight should go:
Two cents:
Monk, as it stands, is almost always multiclassed into 20/10 or 20/5/5 for one and only one reason. Epic dodge. Without epic dodge, even having insane AC is going to be a problem if people just fish for 20s. In order to balance monks without making them outrageous, it'd be possible to tinker with a few things...
I think that the point here is that monks had some overwhelmingly good goodies that made them overpowered. I'd suggest bringing back the same goodies in the form of a slightly superior edge in their chosen field.
Examples:
- give level 25 monks defensive roll, the only thing they lack to unlock epic dodge.
- boost their AC bonus by a tiny bit (1-2 points?)
- boost their SR for very high levels to the point that, even breached, against a wizard of the same level, they have a 30 to 50% chance to nope out of spells. Not 100%.
- allow high level monks to breach the speed cap by a very small margin. For instance, make them 5-7% faster than a hasted PC at level 28 or 30. If the speed advantage is small it would still allow a skilled monk to "kite" but it'd take a lot of effort and not work 100% of the time.
I feel like the issue here is that monks have or have had core features that made them completely immune to certain things. Instead, they should land on being "particularly good" and "threatening" against certain things, and have a higher chance of winning. But not one hundred percent.
A similar alternative could be done with paths. For instance, making one path specialized in AC (but with lower SR), one path specialized in SR (at the expense of AC), one path specialized in katana, one specialized in quarterstaff.
Make the non-path monk unarmed/kamas focussed, and give them a balanced SR and AC.
Make the specialized path monks -very good- at their chosen niche, but weaker against other builds (AC monk strong against high ab classes, SR monk strong against spellcasters. Neither unbeatable.)
This would allow some diversity, and make it possible for people to play their own twist on how they envision the class. Even create monastic orders specializing in this or that path, or "style".
Again, the important thing would be playing on percentages. For instance, (
merciful git gud gods, forgive math errors) using vanilla nwn values but counting SR as breachable...
"d20 + caster level + spell penetration vs. SR"
"For a level 30 caster, the maximum possible roll is 56, meaning a spell resistance of 57 renders a creature immune to PC-cast spells that check spell resistance."
"Lowering spell resistance is a result of nature's balance (-3 to -32) and the breach line of spells — lesser spell breach (-3), greater spell breach (-5), and Mordenkainen's disjunction (-10)."
"Spell penetration, greater spell penetration, or epic spell penetration (+2, +4, or +6, respectively)"
"Improved spell resistance (epic) grants a bonus of +2 to SR, stackable up to 20".
"Diamond soul: The monk gains spell resistance equal to their class level + 10."
Pure wizard vs pure monk, both level 30, no feats:
D20+CL30 = 30-50 roll, vs 40 sr:
Wiz breaches (with Mordenkainen's -10): 30-50 roll vs 30 sr. Wizard spell goes through 100% of the time (needs to roll at least a 0 out of a d20 roll).
D20+CL30 = 30-50 roll, vs 50 sr:
Wiz breaches (with Mordenkainen's -10): 30-50 roll vs 40 sr. Wizard spell goes through 50% of the time. (needs to roll at least a 10 out of a d20 roll).
27/3 wizard vs pure monk, both level 30, no feats:
D20+CL27 = 27-47 roll, vs 40 sr:
Wiz breaches (with Mordenkainen's -10): 27-47 roll vs 30 sr. Wizard spell goes through 85% of the time. (needs to roll at least a 17 out of a d20 roll).
D20+CL27 = 27-47 roll, vs 50 sr:
Wiz breaches (with Mordenkainen's -10): 27-47 roll vs 40 sr. Wizard spell goes through 35% of the time. (needs to roll at least a 7 out of a d20 roll).
Pure wizard vs pure monk, both level 30, wizard has epic spell pen (+6):
D20+CL30+6 = 36-56 roll, vs 40 sr:
Wiz breaches (with Mordenkainen's -10): 36-56 roll vs 30 sr. Wizard spell goes through 100% of the time (needs to roll at least a 0 out of a d20 roll).
D20+CL30 = 36-56 roll, vs 50 sr:
Wiz breaches (with Mordenkainen's -10): 36-56 roll vs 40 sr. Wizard spell goes through 80% of the time. (needs to roll at least a 16 out of a d20 roll).
Pure wizard vs pure monk, both level 30, wizard has epic spell pen (+6), monk has improved SR2 (+4):
D20+CL30+6 = 36-56 roll, vs 44 sr:
Wiz breaches (with Mordenkainen's -10): 36-56 roll vs 34 sr. Wizard spell goes through 100% of the time (needs to roll at least a 0 out of a d20 roll).
D20+CL30 = 36-56 roll, vs 54 sr:
Wiz breaches (with Mordenkainen's -10): 36-56 roll vs 44 sr. Wizard spell goes through 60% of the time. (needs to roll at least a 12 out of a d20 roll).
Consider balancing things out by:
- Granting monks 20 + level SR (breachable with mords up to -10)
- Either adding spell resistance (+2), greater spell resistance (+4), epic spell resistance (+6) non stackable as selectable monk feats, or removing spellpen feats and adding epic spell pen feats (+2 to spell pen, stackable up to 20) to match the investment of spellcasters against -the- SR class.
This way, monks, same feats and same level investments, would still have a 50% chance of noping out of a spell. If the spell goes through and it's a save or die fort spell, the monk is likely dead. If it doesn't the wizard is in a world of hurt, but either is a toss of the coin not absolute immunity or NO immunity. Run a few tests and crank it higher or lower (50%, 55%, 60%, 65% etc). Don't make it so low it's useless, or so high it makes someone immune 100% of the time with minimum or no investment.
Edit, for science:
