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Is the Bard broken?
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<blockquote data-quote="Firebeetle" data-source="post: 2812586" data-attributes="member: 34506"><p>I found Xereq though (different spelling), adapted for a dry climate. Nothing about "lack of indentations" which is what I expected.</p><p>"Bardy" (or "bardly" I guess) means "like or being of a bard." You won't find it in a dictionary, the same way you won't find "hit point". It's subculture lingo that helps define our subculture, so revel in it.</p><p></p><p></p><p></p><p>I'm not fond of the iconic characters honestly, although I played Devis once in a Dungeon playtest with the former editor (he was quite complimentary of my performance, BTW). I think a bard should:</p><p></p><p>1.) Be a master of mind, not of sound. I hate all the sonic crap. Suggestions, Charm X, Dominance, that's the stuff. Bardic Music is a sound foundation that needs to be expanded.</p><p>2.) Be able to fight. The original bard could fight, the historical bard could fight. Our bard could beat a sorcerer or wizard at a game of slapjack and that's about it.</p><p>3.) Be able to do stuff, especially Perform and talk. 3.5 gives us more points, but we have to spend more on the various performs! We've lost ground there.</p><p>4.) A bard should know stuff. Bardic Knowledge is a swell, yet ignored, ability and poorly defined. It would be more useful for a Bardic Knowledge roll to allow you to know a monster's weaknesses or allow you to easily identify magic items. </p><p></p><p></p><p></p><p>Necicerily is not in the dictionary either, just so you know. Yes, bards should enchant in various ways related to their Performance (which an enchanter does not do), they also need to talk up a storm, hold their own in a fight, and pull some surprising skills out of their pocket.</p><p></p><p></p><p>And yet you had to clarify that, something that is not explicit in the rules (to my knowledge). Nice try, but that's effectively a house rule (one I use, BTW, half XP for that session, the other half on completion of adventure.)</p><p></p><p></p><p></p><p>Nice idea, but I've always found it difficult to convert antipaladins when they are spilling my little d6 hit die blood all over the floor. What exactly about the bard allows him to do this? Is it any different than a sorcerer with <em>suggestion </em>could do?</p><p></p><p>Again, a rogue with Charisma can do the exact same thing. If fact, I have a changeling rogue/sorcerer who does this sort of thing all the time in my campaign. Why didn't he take bard instead? Simple, it sucks.</p><p></p><p>I think you've just proved that Bluff and Diplomacy have uses at high level. Congratulations, I personally knew that but it may be news to some. Nothing you mentioned (feel free to correct me) is a particular bardic ability.</p></blockquote><p></p>
[QUOTE="Firebeetle, post: 2812586, member: 34506"] I found Xereq though (different spelling), adapted for a dry climate. Nothing about "lack of indentations" which is what I expected. "Bardy" (or "bardly" I guess) means "like or being of a bard." You won't find it in a dictionary, the same way you won't find "hit point". It's subculture lingo that helps define our subculture, so revel in it. I'm not fond of the iconic characters honestly, although I played Devis once in a Dungeon playtest with the former editor (he was quite complimentary of my performance, BTW). I think a bard should: 1.) Be a master of mind, not of sound. I hate all the sonic crap. Suggestions, Charm X, Dominance, that's the stuff. Bardic Music is a sound foundation that needs to be expanded. 2.) Be able to fight. The original bard could fight, the historical bard could fight. Our bard could beat a sorcerer or wizard at a game of slapjack and that's about it. 3.) Be able to do stuff, especially Perform and talk. 3.5 gives us more points, but we have to spend more on the various performs! We've lost ground there. 4.) A bard should know stuff. Bardic Knowledge is a swell, yet ignored, ability and poorly defined. It would be more useful for a Bardic Knowledge roll to allow you to know a monster's weaknesses or allow you to easily identify magic items. Necicerily is not in the dictionary either, just so you know. Yes, bards should enchant in various ways related to their Performance (which an enchanter does not do), they also need to talk up a storm, hold their own in a fight, and pull some surprising skills out of their pocket. And yet you had to clarify that, something that is not explicit in the rules (to my knowledge). Nice try, but that's effectively a house rule (one I use, BTW, half XP for that session, the other half on completion of adventure.) Nice idea, but I've always found it difficult to convert antipaladins when they are spilling my little d6 hit die blood all over the floor. What exactly about the bard allows him to do this? Is it any different than a sorcerer with [I]suggestion [/I]could do? Again, a rogue with Charisma can do the exact same thing. If fact, I have a changeling rogue/sorcerer who does this sort of thing all the time in my campaign. Why didn't he take bard instead? Simple, it sucks. I think you've just proved that Bluff and Diplomacy have uses at high level. Congratulations, I personally knew that but it may be news to some. Nothing you mentioned (feel free to correct me) is a particular bardic ability. [/QUOTE]
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