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Looking for Spell-less bard variant
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<blockquote data-quote="General Barron" data-source="post: 2649162" data-attributes="member: 32468"><p>Hmm... well, I was kind of trying to avoid doing that, although it might be a possibility. If I did though, what might you suggest? A new song every other level, with certain songs having skill/level requirements (inspire heroics, etc)? In any case, that would also mean that I've got to come up with a lot more songs... suggestions welcome <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p><p></p><p>'Twisting' is a good idea. What do you think about the 'effortless song' ability also? </p><p></p><p>And I did look at the marshall class, which is part of where the 'inspire allies' ability came from (all the effects are from the marshall's minor auras). Critique on that ability would be appreciated, since it is pretty different from the bardic music ability.</p><p></p><p></p><p>Hmm... an interesting thought, although I always pictured the bard as a loner of sorts. Seems like this is just food for RP thought though, since I don't see how it would be incorporated into their abilities (aside from the bardic knowledge that they already get).</p><p></p><p></p><p>Low magic = low magical monsters. So things like orcs and owlbears will be as common as ever; however, you won't see a flock of hippogriffes flying overhead on your way to work. Common folk would almost never see these types of magical beasts, since they tend to live in the lands outside of the civilized kingdoms; but adventurers are obviously going to see them a lot more, due to their occupation.</p><p></p><p>Magical healing will be available in the form of potions. I'm used to running 2nd ed games where there were no rules for buying potions, so I don't see much trouble if everyone is carrying potions instead of having the cleric come up to them for healing.</p><p></p><p>Besides, I tend to emphasize RP more than combat, and this campaign especially will deal with a lot of political intrigue. My players don't want the typical 'hack and slash' dungeon crawl. So instead I've got a game where your skill and cunning matter more than your sword arm. What happens when the party needs someone to sneak into the mayor's office and steal some records? If they have a wizard of mid levels, they just have him cast invisiblity, knock, or a myriad of other spells, and the task is cake. THAT is the main reason I'm not allowing PCs to take spellcasting classes; the incredible versatity of magic (it can do almost anything, and if it can't, you just make a new spell) makes mundane adventures either really easy, or really difficult for the DM to make (he has to account for dozens of spells instead of just the physical reality). Magic still exists, it just isn't as ubiquitous as in the standard dnd setting.</p><p></p><p>Treasure-wise, again, my old 2nd ed habits (this is my 1st campaign in 3rd ed) of being stingy with treasure, especially magic items, will have trained my PC's to not expect much. 'The adventure itself is the reward', so to speak. Well, that and the XP. And the treasure (although not as much magic items as by-the-book dnd). Oh, and the plot-hook bit, which I can't divulge since one of my players frequents this board. Suffice to say, the adventurer's aren't just wandering the land looking for magic items. I tried that last campaign, and a few of my players felt there was no real reason why they were adventuring. So I guess my players just have different desires/motivations than most others do.</p></blockquote><p></p>
[QUOTE="General Barron, post: 2649162, member: 32468"] Hmm... well, I was kind of trying to avoid doing that, although it might be a possibility. If I did though, what might you suggest? A new song every other level, with certain songs having skill/level requirements (inspire heroics, etc)? In any case, that would also mean that I've got to come up with a lot more songs... suggestions welcome ;). 'Twisting' is a good idea. What do you think about the 'effortless song' ability also? And I did look at the marshall class, which is part of where the 'inspire allies' ability came from (all the effects are from the marshall's minor auras). Critique on that ability would be appreciated, since it is pretty different from the bardic music ability. Hmm... an interesting thought, although I always pictured the bard as a loner of sorts. Seems like this is just food for RP thought though, since I don't see how it would be incorporated into their abilities (aside from the bardic knowledge that they already get). Low magic = low magical monsters. So things like orcs and owlbears will be as common as ever; however, you won't see a flock of hippogriffes flying overhead on your way to work. Common folk would almost never see these types of magical beasts, since they tend to live in the lands outside of the civilized kingdoms; but adventurers are obviously going to see them a lot more, due to their occupation. Magical healing will be available in the form of potions. I'm used to running 2nd ed games where there were no rules for buying potions, so I don't see much trouble if everyone is carrying potions instead of having the cleric come up to them for healing. Besides, I tend to emphasize RP more than combat, and this campaign especially will deal with a lot of political intrigue. My players don't want the typical 'hack and slash' dungeon crawl. So instead I've got a game where your skill and cunning matter more than your sword arm. What happens when the party needs someone to sneak into the mayor's office and steal some records? If they have a wizard of mid levels, they just have him cast invisiblity, knock, or a myriad of other spells, and the task is cake. THAT is the main reason I'm not allowing PCs to take spellcasting classes; the incredible versatity of magic (it can do almost anything, and if it can't, you just make a new spell) makes mundane adventures either really easy, or really difficult for the DM to make (he has to account for dozens of spells instead of just the physical reality). Magic still exists, it just isn't as ubiquitous as in the standard dnd setting. Treasure-wise, again, my old 2nd ed habits (this is my 1st campaign in 3rd ed) of being stingy with treasure, especially magic items, will have trained my PC's to not expect much. 'The adventure itself is the reward', so to speak. Well, that and the XP. And the treasure (although not as much magic items as by-the-book dnd). Oh, and the plot-hook bit, which I can't divulge since one of my players frequents this board. Suffice to say, the adventurer's aren't just wandering the land looking for magic items. I tried that last campaign, and a few of my players felt there was no real reason why they were adventuring. So I guess my players just have different desires/motivations than most others do. [/QUOTE]
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