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4th Edition Bard
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<blockquote data-quote="leodav" data-source="post: 4344273" data-attributes="member: 45601"><p>I read it and I hope to show tis to a friend that wanted to play a bard in 4e but couldn't, this might be a good substitute</p><p></p><p>Although reading the powers I do have a few questions and suggestions</p><p></p><p>When you mean that the target has an effect like a second wind, he also gains the +2 to all defenses as well, if so then some effects will be much more powerful than if it was just the healing (for example refreshing song gives healing surge value + int modifier in healing and +2 to defense versus just healing surge value to a Cleric's Cure Light Wounds) I would suggest reading over some of these activating second wind effects and take in mind that a second wind does more than heal.</p><p></p><p>I would suggest the target under Puppeter's influence to have a bonus on his save to do something suicidal or against his nature, maybe +2 to +4</p><p></p><p>I would suggest Melf's slumbering arrows to deal 1d8+cha instead of 3d8 and somehow weaken the sleeping effect (give opponents bonuses to resist and dodge the arrow the more they are hit by it, prevents stunlocking big opponents by constantly hammering them with sleep arrows and prevents it from overshadowing at wills.)</p><p></p><p>Everything else seems fine, keep up the good work</p></blockquote><p></p>
[QUOTE="leodav, post: 4344273, member: 45601"] I read it and I hope to show tis to a friend that wanted to play a bard in 4e but couldn't, this might be a good substitute Although reading the powers I do have a few questions and suggestions When you mean that the target has an effect like a second wind, he also gains the +2 to all defenses as well, if so then some effects will be much more powerful than if it was just the healing (for example refreshing song gives healing surge value + int modifier in healing and +2 to defense versus just healing surge value to a Cleric's Cure Light Wounds) I would suggest reading over some of these activating second wind effects and take in mind that a second wind does more than heal. I would suggest the target under Puppeter's influence to have a bonus on his save to do something suicidal or against his nature, maybe +2 to +4 I would suggest Melf's slumbering arrows to deal 1d8+cha instead of 3d8 and somehow weaken the sleeping effect (give opponents bonuses to resist and dodge the arrow the more they are hit by it, prevents stunlocking big opponents by constantly hammering them with sleep arrows and prevents it from overshadowing at wills.) Everything else seems fine, keep up the good work [/QUOTE]
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