takasi said:
And personally I think, at least in our group, that people think the bard sucks ass without Fascinate, and that with it they think he's "broken".
I'd disagree with this.
If you allow the Spell Compendium (or, I think, Complete Adventurer) in your campaign, your bard should absolutely have
inspirational boost. By casting
inspirational boost (a swift spell) right before he starts singing
inspire courage, he's giving everyone in the party +2 to attack and damage rolls (+3 once he hits 8th level).
IMO, if you're going to enjoy playing a bard, you need to be able to enjoy being someone who makes everybody else better, because that's where a bard really shines. If you're a player who prefers being the one who strikes the killing blow, then you probably shouldn't be playing a bard.
As you note, one of the limitations of Fascinate is that you can't get a ton of creatures with it. At 6th level, he can get no more than 2 creatures...what happens when you run into a group of 4 bad guys? Sure, you can fascinate 2 of them, but their two buddies may not sit still for that. And, when *they* draw their weapons and go after Mr. Bard, that'll break the Fascinate.
Personally, as a DM, if the party encountered creatures who weren't going to immediately attack the PCs on sight, I would probably let the bard try to fascinate them without worrying about initiative (unless the rest of the party did something dumb first). If you're encountering hostiles, it'll come down to that initiative roll.