Bard's Inspire Competence, Courage

Stalker0 said:
They don't stack. However, I would say feel free to house rule it in this case. 3 bards are fairly suboptimal choices compared to the standard party, so I say let them have that boost.

Oh, no - no way. Three Bards means they'll do exceptionally well at information gathering. This should e played up so that they get much of their experience by AVOIDING the big battles.

The DM should go along with this and let them play it that way. This game (3 of 4 characters being bards) should be more about role-playing than combat.
 

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Stalker0 said:
They don't stack. However, I would say feel free to house rule it in this case. 3 bards are fairly suboptimal choices compared to the standard party, so I say let them have that boost.

That would be 'extremely' powerful.

I think that the most I would allow would be if each took a feat that worked something like each additional guy makes the total go up by +1 if they met some condition (or maybe count the lowest out of all trying to add in and then add it up from there, something like that). Along with some other minor benefit of course (like an extra bardic song use per day and the extra rounds after ending being cumulative, but it starts counting down as soon as any member stops).

Even then it will be a powerful force ;) At first level +3 to all weapon attack and damage rolls and +3 to save vs fear. At level 20 +6 to all weapon attack and damage rolls and +6 to save vs fear..

Then again, maybe it should just add all of their levels together to find out what the effect is. hmm..
 

Scion said:
...Then again, maybe it should just add all of their levels together to find out what the effect is. hmm..

Oh, I like that. Require EACH of them to take the feat in order to add up the effects. Also, all of them must act together. This way they won't do it all the time, but later, at higher levels, it could be really powerful for some of the Bardic abilities if you have it apply to all of them.

It would take some careful though, but I like the idea. This one is for House Rules, of course.
 

Len said:
The 4th player can be the roadie. Half-orc barbarian?

Isn't he the drummer? :)

My DM tells a story about a time his DM was starting a new campaign... he wanted it to be grim and gritty. "Roll up a band of mercenaries," he told them.

They all submitted sheets - the DM flipped through them in growing horror.

"But... these are all bards!"

"That's right - we're a band. 'The Mercenaries'."

-Hyp.
 

You need different races in order to properly fill out the band.

A dwarf bard for the bass and percussion.

An elf bard for the alto and strings

A human bard for the tenor and to pay for the drinks, becasuse he is the designated driver since he can't hold up to the other two when it comes to drinking.
 


Since they bonuses don't stack, you might want to suggest that they come up with a rotational system of whose turn it is to inspire. Otherwise your going to have some wasted rounds.

Bard 1: "What are you doing? I'm playing! You should be casting a sleep spell!"
Bard 2: "What? I thought I would play and you could cast charm person on their leader!"
Bard 3: "No, I'm gonna play, you guys just kill them with your rapiers!"
Player 4: "WHAT?! I CAN'T HEAR A DAMN THING YOU GUYS ARE SAYING.. AND FOR THE LOVE OF ALL THAT IS GOOD WILL YOU AT LEAST PLAY THE SAME TUNE? YOU SOUND AWFUL!"

etc.

J from Three Haligonians
 

Well as others have said, they wont stack, but don't forget that their are other ways to increase the attack/damage bonus from inspire courage. Using a Horn increases the bonus by 1 as does the spell Inspirational Boost from Complete Adventurer. If you can be exalted, and don't mind a bit of subdual damage (or can make a constant item of Favor of Ilmatar) Words of Creation will double the bonus granted by Inspire Courage.

Depending on how you interpret the doubling, you end up with at least +4 and possibly +6. If you can somehow convice a DM that the boosts should stack, the party you're talking about could have +18 to attacks and damage. There's a band you don't want to mess with!
 

gabrion said:
Depending on how you interpret the doubling, you end up with at least +4 and possibly +6. If you can somehow convice a DM that the boosts should stack, the party you're talking about could have +18 to attacks and damage. There's a band you don't want to mess with!

can anyone say mosh pit?
 

gabrion said:
If you can somehow convice a DM that the boosts should stack, the party you're talking about could have +18 to attacks and damage.

Holy crap, if this were possible I would say the perfect party would be 4 bards, screw wizards, thiefs, fighters, and clerics, LOL

After you bring up these feats and spells I can see why the bard's inspire doesn't stack, SHEESH!
 

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