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Time to remake the Bard
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<blockquote data-quote="Ashrym" data-source="post: 7834960" data-attributes="member: 6750235"><p>This one should be shorter. Good luck with my last one though, lol.</p><p></p><p></p><p></p><p>A lot of people complained and things changed. Druids were almost always alternatives and bards were almost always backup bonus healing even with the cleric healing as typical.</p><p></p><p></p><p></p><p>That's always what they've been and also has a basis in history, The original had rogue abilities, magic user spells, and some basic combat in the progression and weapons. AD&D changed to dual-classing and swapping druid for magic user in it. Those bards also had backstab and shapechanging without some recommended house ruling. Druids were a cleric / wizard hybrid design with some unique class abilities. 2e was back closer to the original but the thief abilities were more limited. 3.x added the healing heritage back in that 2e removed and they were still a type of skill class with a mix of spells from the arcane and divine classes, and a slight bit of combat ability.</p><p></p><p>Now they are still the same. Major casting, a small nudge to combat (shown in the proficiencies and hit die), and a skills focus. The jack-of-all-trades trope was always applied to bards.</p><p></p><p></p><p></p><p>Because the class does have relevant options in almost every scenario. They are not really the best at anything but they can be decent at a lot. Skills plus a very wide selection of spells has that effect. They also have a tradition as the fifth member for supporting multiple roles in a pinch and generally being a party multiplier. A lot of players like the flavor concepts too.</p><p></p><p>Real answer, because they are fun.</p><p></p><p></p><p></p><p>Lol, they don't make any class obsolete. I've played in a group of 4 bards and a rogue. Squishy as hell other than the rogue, and multiple opponents are generally bad for rogues. We spent most of the time avoiding direct conflict. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Ashrym, post: 7834960, member: 6750235"] This one should be shorter. Good luck with my last one though, lol. A lot of people complained and things changed. Druids were almost always alternatives and bards were almost always backup bonus healing even with the cleric healing as typical. That's always what they've been and also has a basis in history, The original had rogue abilities, magic user spells, and some basic combat in the progression and weapons. AD&D changed to dual-classing and swapping druid for magic user in it. Those bards also had backstab and shapechanging without some recommended house ruling. Druids were a cleric / wizard hybrid design with some unique class abilities. 2e was back closer to the original but the thief abilities were more limited. 3.x added the healing heritage back in that 2e removed and they were still a type of skill class with a mix of spells from the arcane and divine classes, and a slight bit of combat ability. Now they are still the same. Major casting, a small nudge to combat (shown in the proficiencies and hit die), and a skills focus. The jack-of-all-trades trope was always applied to bards. Because the class does have relevant options in almost every scenario. They are not really the best at anything but they can be decent at a lot. Skills plus a very wide selection of spells has that effect. They also have a tradition as the fifth member for supporting multiple roles in a pinch and generally being a party multiplier. A lot of players like the flavor concepts too. Real answer, because they are fun. Lol, they don't make any class obsolete. I've played in a group of 4 bards and a rogue. Squishy as hell other than the rogue, and multiple opponents are generally bad for rogues. We spent most of the time avoiding direct conflict. ;) [/QUOTE]
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