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General Tabletop Discussion
*Pathfinder & Starfinder
Bards just don't convince me!
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<blockquote data-quote="Kilroy" data-source="post: 2328393" data-attributes="member: 5299"><p>Bards have a couple neat powers (Bardic Knowledge is neat, but Loremasters are more powerful generaly)</p><p></p><p>The trouble is, D&D is really designed for a team of specialists, and bards are generalists. Even if they're good enough most of the time, that's not good enough, as to survive, a group needs to be good enough all of the time. A bard can't even be pretty good at everything, with the way character growth works mechanically, they tend to be either second fiddle at a couple jobs and horrid at the rest, or merely bad at everything. Most of the examples given have talked about how a great player can make the character overpowered. The reality is that a great character can make just about any other class even more overpowered, if that's what you're going for.</p><p></p><p>Really, they're there as a roleplaying class. What they provide to a group is comic relief, and for me, that's an important part of the game. I've played a full bard once (not to high levels) in a game where we each had to play our anti-characters, the characters we'd be least likely to play in a long term game. I based him on Ben Stein, and my bardic spells were based on confusion and boredom. A math question would Daze a target, starting a longwinded explanation of the rock strata in the Sunless Citadel would put things to Sleep. He wasn't powerful, but he was kinda fun.</p><p></p><p>I do think there's a lot of roleplaying potential in taking a couple levels of bard, even if it's not powergamey. Imagine the high level wizard who wants to join a band to pick up girls, or the thuggish barbarian who decides to become a gangster rapper. ;-)</p></blockquote><p></p>
[QUOTE="Kilroy, post: 2328393, member: 5299"] Bards have a couple neat powers (Bardic Knowledge is neat, but Loremasters are more powerful generaly) The trouble is, D&D is really designed for a team of specialists, and bards are generalists. Even if they're good enough most of the time, that's not good enough, as to survive, a group needs to be good enough all of the time. A bard can't even be pretty good at everything, with the way character growth works mechanically, they tend to be either second fiddle at a couple jobs and horrid at the rest, or merely bad at everything. Most of the examples given have talked about how a great player can make the character overpowered. The reality is that a great character can make just about any other class even more overpowered, if that's what you're going for. Really, they're there as a roleplaying class. What they provide to a group is comic relief, and for me, that's an important part of the game. I've played a full bard once (not to high levels) in a game where we each had to play our anti-characters, the characters we'd be least likely to play in a long term game. I based him on Ben Stein, and my bardic spells were based on confusion and boredom. A math question would Daze a target, starting a longwinded explanation of the rock strata in the Sunless Citadel would put things to Sleep. He wasn't powerful, but he was kinda fun. I do think there's a lot of roleplaying potential in taking a couple levels of bard, even if it's not powergamey. Imagine the high level wizard who wants to join a band to pick up girls, or the thuggish barbarian who decides to become a gangster rapper. ;-) [/QUOTE]
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