Anything's possible, but I find the claim that bards are generally "stronger" at combat than fighters, paladins, or monks to be laughable.Skills, utility, and possibly combat.
I'll bring a level 20 melee bard to the discussion if you bring a level 20 monk.Anything's possible, but I find the claim that bards are generally "stronger" at combat than fighters, paladins, or monks to be laughable.
The only advantage rogues have in that department is trapfinding. A bard's spells can make up for the 2 less skill points/level.As for skills and utility...uh, sure, OK. But rogues are even stronger in that regard, of course.
And what, we have them fight each other in some hypothetical arena? Such attempts to prove one character is "stronger" than another are a waste of time, not to mention criminally geeky. There is simply no "level playing field" on which to compare two different characters; combat doesn't occur in a vacuum. Both sides just wind up bickering about what kind of terrain features should be present, whether and what kind of non-core rules should be allowed, and every other variable imaginable.I'll bring a level 20 melee bard to the discussion if you bring a level 20 monk.
I had in mind comparing the capabilities of each character vs a challenge that a level 20 melee character should be able to handle.And what, we have them fight each other in some hypothetical arena? Such attempts to prove one character is "stronger" than another are a waste of time, not to mention criminally geeky. There is simply no "level playing field" on which to compare two different characters; combat doesn't occur in a vacuum. Both sides just wind up bickering about what kind of terrain features should be present, whether and what kind of non-core rules should be allowed, and every other variable imaginable.
Yeah, seriously, out-of-combat healing is a solved problem, and you just need to buy a stack of wa--...which I never enjoyed using as a bard, so no loss to me. But regarding the errata, StreamOfTheSky, you didn't use your limited per day class feature to heal a whopping 13 hp with a cantrip. You used it after a fight, when everyone was wounded, to make ALL your cantrips do a whopping 13 HP. So if you needed to do 130 hit points of healing spread out of your 5 allies, you would sing the Healing Hymn, then cast 10 cure minor cantrips, and all the castings would benefit from that one song. Thus, 10 cure minor spells which would normally heal 10 points would instead heal 130 points.
... what he said.If it's only useful for out of combat healing, then the nerf's even dumber than I thought! Have the writers never heard of wands of cure light wounds*?
If you were them, I sincerely hope you'd stop publishing such lousy work.I think WotC employers are rather tired of people complaining into their ears how a lousy work they do. I would be, for sure.
The same problems arise. What kind of challenge? Why only that one/those few? Using what rules/supplements? Why 20th level? And so on...I had in mind comparing the capabilities of each character vs a challenge that a level 20 melee character should be able to handle.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.