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Looking for Spell-less bard variant
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<blockquote data-quote="Thia Halmades" data-source="post: 2647753" data-attributes="member: 35863"><p>Eh, if you're looking for inspiration, you might also want to look on any of the EverQuest boards to get an idea of their Bardic progression, as 'twisting' songs (maintaining multiple songs at once, up to three, usually) without losing any of the effects is a major ability. Things I would also suggest:</p><p></p><p>Pump up the general power of the Bard music; increase the rate at which Inspire Courage gain power (i.e., add +1 to the final count, and change the rate of progression slightly to improve them overall). I'm saying this because, simply, Bards are balanced as Rogue/Sorc hybrids; that's what they are. But they don't get Rogue abilities, and now you're removing sorcery. They're a music playing hybrid class; you've taken away one half of that and replaced it with... UMD.</p><p></p><p>As traveling musicians you have a lot of potential for telling cool stories and having a built-in communication system; remember that in settings like this (okay, I go into this kind of detail, so I'll ramble for a minute) basic questions need answered. Is your economy modeled on reality? Do Bards carry news & information? If you're going to eschew the "magical college" bard and go more for 'traveling entertainer' than part of their design should be the communication of information to others, creating a personal network and standing fraternity. People organize, basic rule of society. Especially people with an elite skill, such as making money by making music, instead of working 15 hours a day on a farm. Food for thought.</p><p></p><p>Inspire Quickness is, in all honesty, very good and I can see a Bard twisting that one in almost every fight. Instead of making a static list, similar to what <strong>Herobizkit</strong> was saying, have you considered building a Song List and allowing the Bard to pick and choose? Part of where Marshal gets its flavor is the option of having different auras. Oh, and you don't need to buy a copy of the MH to learn about Marshals, they're available as excerpted material on the Wizard site. It's a class that should have been included in the base classes, IMO. It's extremely well balanced and does beautifully in a low-magic/war campaign setting. You can find them here: </p><p></p><p>Giving them +2 skill points is fine, but I agree with the consensus so far; if you're going to cut off their arm, you have to give them a decent replacement. I run a low-magic campaign, but I never took it so far as to utterly gimp PC casting options. Oh, and another book that might help you (might) is Relics & Rituals: Excalibur. That's built around a low-magic, Knights of the Round sort of setting and may have some bits in it to help. I own it, but don't remember off the top of my head if it would help you, but if you can find a copy at Borders or your hobby store, leaf through it.</p><p></p><p>Other things you might want to ask:</p><p></p><p>- Does low magic mean low monster? You're going to have trouble running a "D&D" game without mystical healing. Have you considered allowing Alchemists to brew healing potions? If you don't, you'll have a very low-combat setting (as people won't want to get killed) or a high rate of attrition. You'll need to pump up medicine/healing abilities, or not get into combat.</p><p></p><p>- What about treasure? How will your players advance? Mine get almost nothing, but they're soldiers and aren't RPing for treasure, they're in it for the higher cause. What's your hook? How are you going to keep these people involved? What is their tangible reward for continuing the adventure?</p><p></p><p>Things to mull over.</p><p></p><p>LCpt. Thia Halmades</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2647753, member: 35863"] Eh, if you're looking for inspiration, you might also want to look on any of the EverQuest boards to get an idea of their Bardic progression, as 'twisting' songs (maintaining multiple songs at once, up to three, usually) without losing any of the effects is a major ability. Things I would also suggest: Pump up the general power of the Bard music; increase the rate at which Inspire Courage gain power (i.e., add +1 to the final count, and change the rate of progression slightly to improve them overall). I'm saying this because, simply, Bards are balanced as Rogue/Sorc hybrids; that's what they are. But they don't get Rogue abilities, and now you're removing sorcery. They're a music playing hybrid class; you've taken away one half of that and replaced it with... UMD. As traveling musicians you have a lot of potential for telling cool stories and having a built-in communication system; remember that in settings like this (okay, I go into this kind of detail, so I'll ramble for a minute) basic questions need answered. Is your economy modeled on reality? Do Bards carry news & information? If you're going to eschew the "magical college" bard and go more for 'traveling entertainer' than part of their design should be the communication of information to others, creating a personal network and standing fraternity. People organize, basic rule of society. Especially people with an elite skill, such as making money by making music, instead of working 15 hours a day on a farm. Food for thought. Inspire Quickness is, in all honesty, very good and I can see a Bard twisting that one in almost every fight. Instead of making a static list, similar to what [B]Herobizkit[/B] was saying, have you considered building a Song List and allowing the Bard to pick and choose? Part of where Marshal gets its flavor is the option of having different auras. Oh, and you don't need to buy a copy of the MH to learn about Marshals, they're available as excerpted material on the Wizard site. It's a class that should have been included in the base classes, IMO. It's extremely well balanced and does beautifully in a low-magic/war campaign setting. You can find them here: Giving them +2 skill points is fine, but I agree with the consensus so far; if you're going to cut off their arm, you have to give them a decent replacement. I run a low-magic campaign, but I never took it so far as to utterly gimp PC casting options. Oh, and another book that might help you (might) is Relics & Rituals: Excalibur. That's built around a low-magic, Knights of the Round sort of setting and may have some bits in it to help. I own it, but don't remember off the top of my head if it would help you, but if you can find a copy at Borders or your hobby store, leaf through it. Other things you might want to ask: - Does low magic mean low monster? You're going to have trouble running a "D&D" game without mystical healing. Have you considered allowing Alchemists to brew healing potions? If you don't, you'll have a very low-combat setting (as people won't want to get killed) or a high rate of attrition. You'll need to pump up medicine/healing abilities, or not get into combat. - What about treasure? How will your players advance? Mine get almost nothing, but they're soldiers and aren't RPing for treasure, they're in it for the higher cause. What's your hook? How are you going to keep these people involved? What is their tangible reward for continuing the adventure? Things to mull over. LCpt. Thia Halmades [/QUOTE]
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