Bards just don't convince me!

two said:
More mundanely, a group of 10 peasants, inspired by a +8/+8 bard, are about as effective dishing damage and hitting as 4/5th level fighters.

A group of these types of bard spread throughout a low-grade army would turn them into a destructo-army-o-doom.

Just scary.

Paper tiger, however; one good area effect spell reduces this army to tatters. I will agree that a bard's inspire doing a +8/+8 seems a bit much for any level.
 

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Uhh... If that feat doubles your inspire courage ability wouldn't it double your inspire courage and THEN be affected by the spell? That's how I'd rule it as a DM unless someone offered me a really convincing argument.
 

*havent read the whole thread

the best use of bards is small or large groups.

the best 2 PC party is 2 bards.
in the 6+ PC party, as others have pointed out, the group bonuses are huge.
 

You know I like bards and I thnk a lot of good points were raised, however I have to admit they did lose every cool point they will ever have back here in the conversation...


two said:
The bard blows the bone horn, everyone is inspired
 

Exalted Deeds has some crazy stuff. Words of Creation is one of those crazy things. Just ignore it and maybe it'll go away.

You can't use overpowered feats that no sane DM would let in a campaign to make a case for a class being balanced. Luckily, you don't have to.

Bards are actually balanced very much like clerics. The only difference is, they don't have to waste the majority of their spellcasting on healing spells, and they get a crapload more skills and skillpoints.

Bards rock. If you haven't played with someone who knows how to use them, you just won't get it.

-The Souljourner
 

A few notes on bards.

1. Bards are (usually) a support class. This has been dealt with well enough by others. With inspirational boost, they really dramatically increase the damage output of a party.

1.5 What hasn't been discussed yet is inspire competence and inspire greatness. Inspire competence will often provide the bonus for a maxed out rogue to succeed at finding or disabling an equal CR trap while taking ten. Which means that a sneaky party can travel at twice the speed and much more security (assuming the inspiration can work through a message spell, rary's telepathic bond, or the bard has the subsonics feat).

Inspire greatness is very helpful as well--especially at high levels. Not only does it grant temporary hit dice for a bonus to hit and hit points that stack with almost everything, the bonus hit dice also make characters less vulnerable to a number of HD based effects. For instance, I was playing a Living Greyhawk interactive with my (the 14th level) character about a year ago. First round into the final battle, the enemy casts blasphemy. My character is completely unaffected. Why? Because the bard's inspiration made him count as 16 HD instead of 14. In another adventure, I wished our party had a bard to do that. Our 12th level party was beset by Hezrou who could keep us from doing anything almost indefinitely with their blasphemies. Had any one of us been inspired with greatness, it would have made a tremendous difference. (Since that character would have been able to act and possibly put up a silence spell or something similar to stop the blasphemies and enable the rest of the party to act).

2. Bards are probably the best class for an intrigue focussed game. With all of the social skills (bluff, diplomacy, sense motive, intimidate) on their class list a heavy selection of enchantment spells (often at reduced level vis a vis sor/wiz), the bardsong fascinate ability (which lets them oppose their skill check to the enemy's saves meaning it will usually succeed) and the suggestion ability, as well as exclusive spells like modify memory, a bard is the best choice for a spymaster, etc. type character.
 

Keys to the Bardic Kingdom..

I have seen the real answer sprinkled here and there, but few have highlighted it...

Souljourner said:
If you haven't played with someone who knows how to use them

DonTadow said:
But playing a good bard is in the player who plays it. You got to be creative to play a good bard because you won't have the strength to jump up in the top of battle or start spitting out magic missles.

Pielorinho said:
I'm playing the second bard I've played, and find that clever exploitation of these abilities makes the class quite powerful indeed.

Bardic characters require more thought, planning, and creativity on the part of the player. Until you see the Bards abilities exploited by a good player, you won't be convinced. Mechanically they are weaker in virtually every aspect, but the synergies that can be manipulated build those mechanics up into a powerfull {and balanced} class.

Just like the Druid and Ranger, a Bard in the party requires the DM to provide unique challenges and opportunities. He/she has to be able to explain ancient history, possibly hiding the key to a puzzle inside. Its not as simple as "I swing at the Orc".

Anyway.. JMHO :)
 

My 10-player group is (finally!) about to get a bard. That +1 to hit/dam will really add up fast, to say nothing of all the other possible tricks.
 

moritheil said:
My 10-player group is (finally!) about to get a bard. That +1 to hit/dam will really add up fast, to say nothing of all the other possible tricks.

Even a bard1 (using a masterwork item) can do +2/+2 damage when inspiring courage.

In a 10 player group, the bard is nearly always guaranteed to do the most "damage" by the end of the combat round. Assusing something like 7 damage dealers (melee, ranged), it's nearly impossible for the bard to account for less than 15 or 20 points of damage per round. At level 1. That beats the raging barbarian that always hits every round. (this includes not just the +2 damage per hit but the misses that turn into hits via the +2 to hit).

Bards are to big groups what low intelligence is to a Hollywood career: a huge benefit.
 

two said:
Even a bard1 (using a masterwork item) can do +2/+2 damage when inspiring courage.
Where is this from? It's not under musical instruments (p 130) or inspire courage (p 29) or Perform (p 79). Is this a variant rule from a splatbook?

Daniel
 

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