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<blockquote data-quote="Kobold Stew" data-source="post: 6189333" data-attributes="member: 23484"><p>It feels to me like a class that was designed to fill specific gaps in some overall scheme, rather than something designed organically. Here are a few reasons I was underwhelmed.</p><p></p><p>1. Why are the weapons identical to the rogue?</p><p>2. Why are there no class skills?</p><p>3. Tools: three "musical instruments" but no constraint on what counts. Are Viola and violin the same or different? It's a needless complication that is left unexplained. (Voice, dance, etc. seemingly excluded, because...)</p><p>4. Implement. spellcasting bonus when you hold an instrument during spellcasting. So, then, explicitly not dance or voice. Do you just need to hold? Most instruments are two-handed to play; does that exclude shields? [no native shield proficiencies, but they are available from feat or multi classing].*</p><p>5. Expertise. Identical to Rogue. No sense of synergy.</p><p>6. Jack of All Trades. With Expertise and Bardic Knowledge, there is so much helping bards with skill checks. The Bard is a better skill monkey than the rogue.</p><p>7. Colleges are fine, but a bit uninspired. </p><p>-->"Wit" makes repartee a roll instead of role-play.</p><p>-->"Valor" (I feel) hasn't thought through the intersection of martial weapons and the musical implement.</p><p></p><p>* To be fair, they have applied implements irregularly across the class, with (and this makes it worse) the surface appearance of regularity. How many notice that Clerics can have thier implement around their neck, or on their shield? They've got a good mechanic, but they're too intent for everyone to be able to use it. So what (last packet) was a great addition, where a spellcaster needs to choose to wield an implement or a weapon in combat in order to get the benefit, has been watered down, meaning that the bonus is always going to be there. It's no longer a character strategy.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6189333, member: 23484"] It feels to me like a class that was designed to fill specific gaps in some overall scheme, rather than something designed organically. Here are a few reasons I was underwhelmed. 1. Why are the weapons identical to the rogue? 2. Why are there no class skills? 3. Tools: three "musical instruments" but no constraint on what counts. Are Viola and violin the same or different? It's a needless complication that is left unexplained. (Voice, dance, etc. seemingly excluded, because...) 4. Implement. spellcasting bonus when you hold an instrument during spellcasting. So, then, explicitly not dance or voice. Do you just need to hold? Most instruments are two-handed to play; does that exclude shields? [no native shield proficiencies, but they are available from feat or multi classing].* 5. Expertise. Identical to Rogue. No sense of synergy. 6. Jack of All Trades. With Expertise and Bardic Knowledge, there is so much helping bards with skill checks. The Bard is a better skill monkey than the rogue. 7. Colleges are fine, but a bit uninspired. -->"Wit" makes repartee a roll instead of role-play. -->"Valor" (I feel) hasn't thought through the intersection of martial weapons and the musical implement. * To be fair, they have applied implements irregularly across the class, with (and this makes it worse) the surface appearance of regularity. How many notice that Clerics can have thier implement around their neck, or on their shield? They've got a good mechanic, but they're too intent for everyone to be able to use it. So what (last packet) was a great addition, where a spellcaster needs to choose to wield an implement or a weapon in combat in order to get the benefit, has been watered down, meaning that the bonus is always going to be there. It's no longer a character strategy. [/QUOTE]
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