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Flipping the Table: Did Removing Miniatures Save D&D?
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7750668" data-attributes="member: 6873517"><p>Having played a bard, I find that ability largely superfluous in most circumstances. It's so small as to be relatively meaningless unless you take a lot of short rests and it barely scales. It's MUCH more useful in <em>Adventures in Middle Earth</em>, where healing is rare, as are long rests, so your hit dice are very helpful and getting more or less a free one every time you rest is useful. </p><p></p><p>The kind of thing I'm thinking of is having the bard be able to activate your hit dice during combat, possibly with a "kicker" of some sort, say having the ability to use Bardic Inspiration (ugh... terrible name given that it's the same as Inspiration Inspiration) for healing too. </p><p></p><p>Example of my thinking: The bard can use Bardic Inspiration. One use of Bardic Inspiration is to spend a hit die and add the Inspiration die to it. The character can spend 1 hit die per tier when Bardic Inspiration is used this way. Note that the bard has a pretty large supply of inspiration, particularly at mid to upper levels; it's the number of hit dice that is the limited resource. In this sense, the bard can't really drastically do anything you can't do yourself, although you're getting a bit of extra juice when the bard helps you and you get the benefit in combat. Correspondingly, I'd take Cure Wounds and Healing Word off the bard's list (though of course those could be "stolen" with Magical Secrets). </p><p></p><p>Part of this comes from my tendency to run a cleric-less game but I also just really like things to feel different.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7750668, member: 6873517"] Having played a bard, I find that ability largely superfluous in most circumstances. It's so small as to be relatively meaningless unless you take a lot of short rests and it barely scales. It's MUCH more useful in [I]Adventures in Middle Earth[/I], where healing is rare, as are long rests, so your hit dice are very helpful and getting more or less a free one every time you rest is useful. The kind of thing I'm thinking of is having the bard be able to activate your hit dice during combat, possibly with a "kicker" of some sort, say having the ability to use Bardic Inspiration (ugh... terrible name given that it's the same as Inspiration Inspiration) for healing too. Example of my thinking: The bard can use Bardic Inspiration. One use of Bardic Inspiration is to spend a hit die and add the Inspiration die to it. The character can spend 1 hit die per tier when Bardic Inspiration is used this way. Note that the bard has a pretty large supply of inspiration, particularly at mid to upper levels; it's the number of hit dice that is the limited resource. In this sense, the bard can't really drastically do anything you can't do yourself, although you're getting a bit of extra juice when the bard helps you and you get the benefit in combat. Correspondingly, I'd take Cure Wounds and Healing Word off the bard's list (though of course those could be "stolen" with Magical Secrets). Part of this comes from my tendency to run a cleric-less game but I also just really like things to feel different. [/QUOTE]
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