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Bards and healing magic?
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<blockquote data-quote="Henry" data-source="post: 89986" data-attributes="member: 158"><p>As for healing, there are no direct mythic analogues to Bardic spell-casting, though there are many stories that attribute magical power to songs. Having bards heal is a game mechanic that I believe fits in with one particular piece of game logic that has been all but forgotten: Alla, you yourself have noted the total disdain that many players have for clerics. In 3rd edition, a conscious design effort was made to provide parties with healing besides the requirement of a cleric.</p><p></p><p>Hence, Bards can heal, magic wands and potions of cure wounds are available, and characters can heal much more capably while resting. Although it is still dangerous to do so, a party can now in D&D conceivably survive and excel without having a single cleric in its ranks. I should know, because I was a member of a 10-character group once with NO healers available, except for 2 paladins. It got somewhat nasty out in the wilds away from civilization where we couldn't re-supply, but it was still doable.</p><p></p><p>It's simple. You can either brow-beat a player into playing a character they don't like, you can make the cleric and druid classes more attractive, or you can make healing more widely available. Wizards of the Coast decided to take the 2nd and 3rd routes in my opinion.</p><p></p><p>As for the Bardic singing, the SRD says in the Character classes I document that "While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands)." So yes, moving and fighting are included.</p><p></p><p>P.S. - The party I spoke of had 1 halfling fighter, 2 human monks, 1 elven ranger, 2 paladins, 1 Dwarf Barbarian 1 Bard, 1 Elfven Wizard/Rogue, and 1 Half-elven Ranger/Rogue. We were very fighter-heavy, and it showed. The DM actually had a difficult time coming up with the right balance of forces to pit against us, because by this point the CR and EL system is pretty much thrown out the window. But I'll never forget our first 10-on-20 fight against the serpent-men of the lost vale! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Henry, post: 89986, member: 158"] As for healing, there are no direct mythic analogues to Bardic spell-casting, though there are many stories that attribute magical power to songs. Having bards heal is a game mechanic that I believe fits in with one particular piece of game logic that has been all but forgotten: Alla, you yourself have noted the total disdain that many players have for clerics. In 3rd edition, a conscious design effort was made to provide parties with healing besides the requirement of a cleric. Hence, Bards can heal, magic wands and potions of cure wounds are available, and characters can heal much more capably while resting. Although it is still dangerous to do so, a party can now in D&D conceivably survive and excel without having a single cleric in its ranks. I should know, because I was a member of a 10-character group once with NO healers available, except for 2 paladins. It got somewhat nasty out in the wilds away from civilization where we couldn't re-supply, but it was still doable. It's simple. You can either brow-beat a player into playing a character they don't like, you can make the cleric and druid classes more attractive, or you can make healing more widely available. Wizards of the Coast decided to take the 2nd and 3rd routes in my opinion. As for the Bardic singing, the SRD says in the Character classes I document that "While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands)." So yes, moving and fighting are included. P.S. - The party I spoke of had 1 halfling fighter, 2 human monks, 1 elven ranger, 2 paladins, 1 Dwarf Barbarian 1 Bard, 1 Elfven Wizard/Rogue, and 1 Half-elven Ranger/Rogue. We were very fighter-heavy, and it showed. The DM actually had a difficult time coming up with the right balance of forces to pit against us, because by this point the CR and EL system is pretty much thrown out the window. But I'll never forget our first 10-on-20 fight against the serpent-men of the lost vale! :) [/QUOTE]
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