Emiricol
Registered User
I usually play the Inspire Courage as a prefight call to arms, rallying cry, whatever the situation called for. Then stop. Most fights are over just as the effects wear off. If not, he steps back and cries out for the party to rally around him, so on so forth, renewing the effect. I *don't* wade into battle singing the Battle Hymn of the Republic or whatever. With most of my bards, that is.
This is no different than casting a high level cleric spell. So I disagree - it is entirely the same thing, in my opinion. I can see where you stand with your own opinion, but I don't share it.die_kluge said:So, in your game, let's say it's a 20th level game, and the party has to rally the kingdom's army to fight a great war.
Player: "My bard will deliver a rousing speech to the masses to inspire them to fight the demons.
Emiricol: Roll a perform check.
Player: *rolls an 18" "Awesome, so I've got +26 ranks after everything is added, so I got a total of a 44. Kick ass!"
Emiricol: Ok, so the army is excited, and heads off into war.
Come on!
Bards are different! They're a different can of worms altogether. I wouldn't ask my player to actually walk a tightrope or pick a lock to convey what he is trying to do in the game. We can all envision that pretty regularly. But, for the bard to inspire courage, or rally the troops, or quell a rebellion, or whatever - with a meager dice roll? That seems so bland to me.