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4th Edition Bard
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<blockquote data-quote="Primitive Screwhead" data-source="post: 4468650" data-attributes="member: 20805"><p>I like the idea of this class, but the powers are all far above and beyond the Core class abilities. I believe the Bard should be the Jack of all Trades and Master of none.</p><p> As written, this bard is the Jack of all Trades.... and better at it than the other guys.</p><p></p><p></p><p>One of my players is looking to use this class, so I suggested some toning down of the abilities he is looking to use. I post them here for input and help making this class one that isn't the best man at the party.</p><p></p><p>REad here for a short summation of what the problems I see in the class:</p><p>[sblock]</p><p>Wow... ouch..</p><p></p><p> I am still kinda new at the balance of 4e, but there are a number of things in this class that just jump out at me.</p><p></p><p>Inciting Strike: At will attack that deal damage and grants Temp hp</p><p></p><p>Critical Strike, Bard 1 Encounter</p><p> 1[w]+mod, all allies within 3 gain +2 to hit target and one ally w/in 5 can spend a healing surge</p><p> Vs</p><p>Lions Roar, Warlord 7 Encounter</p><p> 2[W]+mod, you or one ally w/in 5 can spend a healing surge</p><p></p><p>Accelerated Strike, Bard 1 Daily</p><p> 3[w]+ mod and allies w/in 5 can shift as minor for remainder of encounter</p><p> Vs</p><p>Brute Strike, Fighter 1 Daily</p><p> 3[W] + mod</p><p></p><p>Raging Pulse, Bard 6 Daily Utility</p><p> Burst 5, all allies w/ range gain temp hp, -1 to AC and +1 to attacks, damage, and will Def until end of encounter. </p><p> Vs</p><p>Hallowed Circle, Paladin 5 Daily</p><p> Burst 3, creates zone where allies gain +1 bonus to all defenses. Zone last until end of encounter or until dispelled.</p><p></p><p></p><p>These are the ones that were obviously 'proud nails'. I didn't go digging into the higher level abilities. This bard class is cool.. IMHO too cool. It has burst effects, boost effects, major healing effects, and some of the heaviest hitting weapon attacks in the game. Basically it’s a better X than X is, with the possible exception of the Striker classes.</p><p></p><p>[/sblock]</p><p></p><p>My apologies for the formatting.... its taken me longer to figure this out than expected and should be making dinner about an hour ago...</p><p></p><p></p><p>At Wills</p><p> Inciting Strike</p><p> Hit: 1[W] + Dex mod and mark the target. Allies gain +2 additional damage to melee attacks against the marked target.</p><p> </p><p> Improvised Jab</p><p> Hit: 1[W] </p><p> Effect: Select one ally within 5. target grants combat advantage to that allies melee attacks until the start of your next turn</p><p></p><p> Warning Yell</p><p> Chr vs Will</p><p> Hit 1D8 + Chr mod. Select one ally that is adjacent to the target. That ally gains +2 to defenses from attacks from the target until the start of your next turn.</p><p></p><p>Encounter</p><p> Distracting Shout</p><p> Hit: 1D8 + Chr</p><p> Change last line. Allies basic attack gains the int bonus to only damage</p><p></p><p> Iron Thunder Horn</p><p> Hit 1D10 + Chr Mod and target is knocked prone</p><p></p><p>Deafening Blast</p><p> Close Blast 5</p><p> Target: Each creature in burst</p><p> Attack Chr vs Fort</p><p> 2D6 + Chr mod, target is deafened (Save ends)</p><p> Effect: glass in the area of effect shatters</p><p></p><p>Dailies:</p><p>Immediate Assistance</p><p> Trigger: An ally within 5 squares is hit by a melee attack</p><p> Attack: Chr vs Will</p><p> Hit 2D6 + Chr mod</p><p>Effect: Target is weakened until the start of your next turn.</p><p></p><p>Sonic Weapon</p><p> Daily Arcane*Thunder*weapon Close Blast 3</p><p> Standard action Must be wielding a melee weapon</p><p> Attack: Chr vs Fort.</p><p> Hit: 3[w] + Chr mod and you push the target a number of squares equal to your wisdom mod.</p><p> Miss: Half damage</p><p></p><p>Sound Burst:</p><p> Attack Chr vs Fort</p><p> Hit: 2D8 + Chr mod and Dazed (save ends)</p><p> Miss: Half Damage</p><p> Sustain: Move action. Dazed targets suffer a penalty to their save equal to your Int Mod</p><p></p><p>Utilities:</p><p> Inspirational Boost</p><p> Encounter: Move action Close burst 5</p><p>Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Chr mod</p><p></p><p> Heroism</p><p>Effect: Target may make an immediate save to shake off ongoing effects as a free action</p><p> Target may spend a healing surge as a free action</p><p></p><p></p><p></p><p>Bardic Music:</p><p>Countersong </p><p> As written</p><p></p><p> Inspire Courage</p><p>power bonus to attack only.</p><p>Immediate save against a persistant [Fear] effect</p><p>Sustain: Move action</p><p></p><p>Fascinating Song</p><p> Hit: target is immobilized and cannot take attacks against the Bard until the end of your next turn.</p><p> Sustain: Standard Action</p><p> Special: The target gains an immediate save against this effect each time it is attacked by you or your ally.</p><p></p><p>Inspire Competence:</p><p> Select a skill you have training in. Allies within range gain a +2 power bonus to their skill checks for that skill until the end of your next turn or until the end of the skill challenge phase.</p><p> </p><p>Healing Hymn</p><p> Encounter: Arcane/Healing</p><p> Minor Action. Close Burst 5 (10 at 11th level, 15 at 21st level)</p><p> Target: You or one ally</p><p>Effect: Target gains temporary hit points as if they had spent a healing surge and an additional +1D6.</p><p>You can target one additional ally at 7th level, two additional at 14th level, three additional at 21st level, and four additional at 28th level.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 4468650, member: 20805"] I like the idea of this class, but the powers are all far above and beyond the Core class abilities. I believe the Bard should be the Jack of all Trades and Master of none. As written, this bard is the Jack of all Trades.... and better at it than the other guys. One of my players is looking to use this class, so I suggested some toning down of the abilities he is looking to use. I post them here for input and help making this class one that isn't the best man at the party. REad here for a short summation of what the problems I see in the class: [sblock] Wow... ouch.. I am still kinda new at the balance of 4e, but there are a number of things in this class that just jump out at me. Inciting Strike: At will attack that deal damage and grants Temp hp Critical Strike, Bard 1 Encounter 1[w]+mod, all allies within 3 gain +2 to hit target and one ally w/in 5 can spend a healing surge Vs Lions Roar, Warlord 7 Encounter 2[W]+mod, you or one ally w/in 5 can spend a healing surge Accelerated Strike, Bard 1 Daily 3[w]+ mod and allies w/in 5 can shift as minor for remainder of encounter Vs Brute Strike, Fighter 1 Daily 3[W] + mod Raging Pulse, Bard 6 Daily Utility Burst 5, all allies w/ range gain temp hp, -1 to AC and +1 to attacks, damage, and will Def until end of encounter. Vs Hallowed Circle, Paladin 5 Daily Burst 3, creates zone where allies gain +1 bonus to all defenses. Zone last until end of encounter or until dispelled. These are the ones that were obviously 'proud nails'. I didn't go digging into the higher level abilities. This bard class is cool.. IMHO too cool. It has burst effects, boost effects, major healing effects, and some of the heaviest hitting weapon attacks in the game. Basically it’s a better X than X is, with the possible exception of the Striker classes. [/sblock] My apologies for the formatting.... its taken me longer to figure this out than expected and should be making dinner about an hour ago... At Wills Inciting Strike Hit: 1[W] + Dex mod and mark the target. Allies gain +2 additional damage to melee attacks against the marked target. Improvised Jab Hit: 1[W] Effect: Select one ally within 5. target grants combat advantage to that allies melee attacks until the start of your next turn Warning Yell Chr vs Will Hit 1D8 + Chr mod. Select one ally that is adjacent to the target. That ally gains +2 to defenses from attacks from the target until the start of your next turn. Encounter Distracting Shout Hit: 1D8 + Chr Change last line. Allies basic attack gains the int bonus to only damage Iron Thunder Horn Hit 1D10 + Chr Mod and target is knocked prone Deafening Blast Close Blast 5 Target: Each creature in burst Attack Chr vs Fort 2D6 + Chr mod, target is deafened (Save ends) Effect: glass in the area of effect shatters Dailies: Immediate Assistance Trigger: An ally within 5 squares is hit by a melee attack Attack: Chr vs Will Hit 2D6 + Chr mod Effect: Target is weakened until the start of your next turn. Sonic Weapon Daily Arcane*Thunder*weapon Close Blast 3 Standard action Must be wielding a melee weapon Attack: Chr vs Fort. Hit: 3[w] + Chr mod and you push the target a number of squares equal to your wisdom mod. Miss: Half damage Sound Burst: Attack Chr vs Fort Hit: 2D8 + Chr mod and Dazed (save ends) Miss: Half Damage Sustain: Move action. Dazed targets suffer a penalty to their save equal to your Int Mod Utilities: Inspirational Boost Encounter: Move action Close burst 5 Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Chr mod Heroism Effect: Target may make an immediate save to shake off ongoing effects as a free action Target may spend a healing surge as a free action Bardic Music: Countersong As written Inspire Courage power bonus to attack only. Immediate save against a persistant [Fear] effect Sustain: Move action Fascinating Song Hit: target is immobilized and cannot take attacks against the Bard until the end of your next turn. Sustain: Standard Action Special: The target gains an immediate save against this effect each time it is attacked by you or your ally. Inspire Competence: Select a skill you have training in. Allies within range gain a +2 power bonus to their skill checks for that skill until the end of your next turn or until the end of the skill challenge phase. Healing Hymn Encounter: Arcane/Healing Minor Action. Close Burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally Effect: Target gains temporary hit points as if they had spent a healing surge and an additional +1D6. You can target one additional ally at 7th level, two additional at 14th level, three additional at 21st level, and four additional at 28th level. [/QUOTE]
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