| Hydro RPG Superstar 2010 Top 32 |
Posting in the right forum this time.
In my opinion, the bard has always played fairly well at lower levels, with his mediocre combat ability, second-tier spellcasting and impressive assortment of skills. Others may disagree, but we can all agree that he sucks at higher levels, as his spellcasting and combat ability all lag more and more.
Here, it appears that this has been fixed by giving the bard offensive/debuff abilities that let him crush every mind within 30 feet 1/day/level.
It... definitely works. Some of those abilities are wicked. The save DCs are going to be extremely high (being tied to a skill essentially means +1/level rather than +1/2 levels). The baseline is 35-55 (depending on the d20 roll) at level 20, just accounting for 23 ranks and a beefy CHA score (i.e, not accounting for skill feats, magical enhancements to the perform skill, or miscellanious twinkery)*.
Considering this, I think that a level 20 power that kills everything within 30 feet (again, 1/day/level) might be just a bit much.
Asside for that, this class appears mostly balanced, but I'm still not sure I like it. His roll in the party shifts dramatically from low to high levels, from the handy fifth-wheel at low levels, to a decent buff machine that turns into a brain-toasting psionic superweapon whenever you encounter foes susceptable to/unprotected from bardic music.
I'm a fan of FR-style bards (i.e, how they're depicted in 'Realms fiction). The "heroe's hero"; clever, adaptable, compitent, well-rounded and capable of handling herself in any situation. Some of my favorite fixed include giving him a fighte'rs BAB, elective "bard abilities" (including SA, fighter bonus feats, and all sorts of goodies), or a top-tier spell progression reigned in by the same sharply-limited spell list.
The BAB boost (combined with full martial weapon access kicking in a bit later) was my own quick-and-dirty fix, and it worked out alright. It gives him a nice swash-buckly feel, though I don't think it would improve his actual power much beyond level 10.
But I realize others might like the changes for the same reason I dislike them: they take the focus off of the bard's second-best spellcasting, second-best combat ability and second-best skill proficiency in order to focus on bardic music, the one thing that makes the bard unique. I like my bardic music as a side dish, but YMMV.
Specifics: I dislike Bardic Knowledge because it makes bards better at a field than another person specialized in that field. Even if you're a wizard with Skill Focus (knowledge[arcana]), the bard knows more than you about magic (unless he has been taking half-max-ranks or less). I always thought the point of Bardic Knowledge was bredth of knowledge, not depth.
I like it because it's simple, it isn't vague, and it works.
Does Lore Master let him retry a knowledge check that he has already failed?
I don't know if Inspire Courage scales fast enough at mid/high levels to compare with the bard's powerful enchantment/debuff powers. It's weird the way the scaling slows down.
* 'Nother thread here.
| louis Morin |
The bard is one of my favorite class and i like it as a "jack-of-all-trade" useful in most situation. He does have some specialities in social skills and yes, he is a buffer. But even as a jack of all trade class, he is still a little bit below and would need a few improvements to balance to other class. The above idea from Hydro to give the bard a little something of other classes (a fighter feat for instance) are good. Why not make a "fast learner" thing where bard can mimic a class ability at half level (bard 4 can sneak as a bard 2), only one at the time and as long as he have a companion with this ability aventuring with him.
Ok, thats a untested rapid idea given here.
I dont like from what was given to the bard at high level in the alpha release (a power work kill... ok). Either a few extra abilities (as below), little extra buffing or a special cool ability making him the "second best" in something as above would be enough as the spells still continue to improve.
What i find would be nice for a bard is to have this "intuitive" adventurer style added. I never understood why the barbarian had "trap sense" and not the bard not for instance. I understand giving trapfinding would be too much stealing the rogue domain, but when there is no rogue, a bard with relfexes and trap sense should do the job. Evasion would also be a logic addition. Bards are , after all, in the rogue family, curions by nature, trying to avoid danger while looking for new story and knowledge... why no evasion or trap sense ?
| Selgard |
Everyone has been complaining about the death effect and I myself admit that it seems harsh:
But I'm curious how it would work out in actual play.
30 feet is 6 squares. That's *alot of space*. How often are your players actually 30 feet apart from one another? Think about this for a moment. How often are the PC's 30 feet apart. And one of them is going to move away from the group but still keep Mob X within the area of effect and "cast this spell"?
I've not seen it in play (though I would love to) but I think it will more likely work out to being an excellent "oh crap" button (similar to Wail of the Banshee without benefit of abilities to make it only effect enemies). It sounds great on paper but is very difficult to actually pull off in actual game play.
Has anyone actually tested this ability out in several combat sessions with actual people who play the way folks tend to? I'd be curious as to the actual field tests.
(not that I disagree that it needs to be toned down- and the devs have said that it will be.. I'm just not sure it's as powerful as folks make it out to be).
| hogarth |
Everyone has been complaining about the death effect and I myself admit that it seems harsh:
[snip]
I've not seen it in play (though I would love to) but I think it will more likely work out to being an excellent "oh crap" button (similar to Wail of the Banshee without benefit of abilities to make it only effect enemies). It sounds great on paper but is very difficult to actually pull off in actual game play.
Which ability are you talking about? Deadly Performance only affects one target (presumably an enemy). Paralyzing Show affects multiple creatures, but it implies that only enemies are affected ("paralyze his enemies", "an enemy must be able to see the bard perform").
| Hydro RPG Superstar 2010 Top 32 |
Deadly Performance only affects one target (presumably an enemy).
Ahh, I missed that.
This is still an extremely powerful ability, especially considering that auto-kills have otherwise been removed from the game, and that it isn't hard to make the bard's save DC essentially unbeatable.
| James Lewis 857 |
Here's a few thoughts for those of you going against the ability.
How many creatures at CR 20 are immune to death effects?
Out of the MM, the following CR 20+ creatures exist: solar angel, balor, pit fiend, various dragons, tarrasque.
Out of these, solar angels have cleric spells (which... yeah, they pretty much ignore whatever they want), dragons have sorcerer spells (again, loads of spells to ignore death effects), and the tarrasque, which regenerates even if hit with a death effect. That means that only the balor or pit fiend is really susceptable to it, so 40% of the CR 20+ monsters. On top of that, there are a myriad of emplates that make things immune to death effects (vampire and ghost come to mind).
This is just out of the MM.
This is level 20, people. At this point, your characters are freaking legends. When you have wizards and sorcerers pulling time stop and clerics with miracle, this isn't all that powerful.
A DM needs to plan things to make things fun and challenging for their players. If that includes using monsters that are effectively immune to death effects (This solar angel has death ward up already), so be it. Of course, also allow them the chance to use the ability every now and then - making it obsolete is also not very fun.
| awp832 |
I dunno about that..
Wizard steps up and casts Greater Dispel or MDJ, death wards gone, opens it up for the bard to step in with a nigh-unbeatable save or die.
Hell, the bard him/herself can cast Greater Dispel and strip buffs away, tho it takes their turn. If they get the Death Ward, it's pretty much lose-lose, either the Monster continually uses their actions to cast Death Ward, or they have to face Bard-Song-of-Doom.
I agree that the 20th level bard song too powerful. Not only that, but pretty much any of the bard songs that are "attacks" on enemies, are too much, including Paralyzing Show, Frightening Tune, Discordant Performance, etc.
Save DCs should *not* be based off of skill checks, period. Never, ever, I don't care what the excuse is, it shouldnt happen. Doing so makes the DC climb by one every level, far better than even the *good* saves on anyone can keep up. Add to that a feat like skill focus preform, which increases the DC by +3!! What bard wouldnt take that? Compare to say, spell focus that enhances only one school of magic, and only adds 1 to the DC, with a second feat available to increase it by another +1.
Also, a circlet of Persuasion (+3 to cha based checks) is *far* cheaper than the equivalent headband of Charisma +6, which would have the same effect on bardic music, allowing Bards DCs to be jacked up another 3 points early in the game.
It's not unreasonable that a 5th level character could afford one of these, and probably would pick one up by 8th level when they get their "attack" songs. A DC for a discordant performance at 8th level might look somehting like this
8 (rank) +3 (class skill) +3 (skill focus) +3(circlet) +4(cha) +1d20 =22-41, with an average DC of around 31.
Consider this sample DC for comparison of an 8th level wizard, his highest level spell.
10(base)+6(int, supposing he might have +2 item) +4 (spell level)+2 (focus twice) =22. This is bard's *minimum* DC, and 9 points less than his average.
Ahem. This... ... is... a... problem.
| James Lewis 857 |
You have a problem if you are using spells as direct effects at that level anyway. Onc eyou ge to that point, clerics should be buffing, and wizards and sorcerers need to be battlefield shaping. Outside of that, direct hit spells are rarely of any use, because saves scale much faster than save DCs do.
Oh, by the way, there is a second level spell you should look at. It's called silence. Or, perhaps antimagic zone. As deadly performance is a Su ability, it won't function.
Also, congratulations, you've defeated death ward. One... of... them. What about the tarrasque? "Ha killed... you... oh." Wasted a bardic music on that. Also, due to the lack of appropriate encounters, as it stands, most creatures of this level are templated, prepared, and/or unique NPCs anyway. It isn't that hard to add a template or item that makes him immune.
There are tons of way to defeat this ability, because it has a lot of things depending on it. If the creature can't see, can't hear, is outside of range, has any number of items or spells active, is immune to death effects, has appropriate regeneration. Given the description of the spell, I would houserule that immunity to mind-affectings would work just as well.
By the way, let's compare. 20 Wizard casts time stop. Avg. 3 rounds to play with. Round 1: quickened wall of force, wall of force. Round 2: quickened wall of force, wall of force. Round 3: quickened wall of force, gate to the Elemntal Plane of Water, facing down.
No save. You drown. This is just with core. I could break out dozens of ways that any other caster can do better than this ability, even with one spell. Probably of lower level.
Note that I am also not arguing fluff... I don't agree with this. But other classes can pwn this ability.
Also, why would the wizard rampantly drop one of his precious 9th level spells on a whim? MDJ is a bit powerful to be tossing at every encounter you come across.
My main idea for a fix would be to include that even if they don't make the save, it can't be used for 24 hours. (ie vs. tarrasque or something with death ward, it won't work after the first try).
| Hydro RPG Superstar 2010 Top 32 |
How about 20th level NPCs?
Also, once someone starts counting out the monsters that are specifically immune to something, and listing ways that another creature [i]might[/] be immune to it ("Hulking hurlers aren't broken, what if they have to fight a ghost? Or.. or.. or someone behind a force wall!"), I usually assume it's broken.
Even if nine foes out of ten happened to enter fights immune to sonic or death effects, the tenth would be an auto-win for the bard. Regardless of the CR of the creature. And the hard truth is that most of the other 9 can be brought down with a combination of dispellling/debuffing and that one bard ability, which is useable twenty times per day.
When a DM has to go out of his way to make every important foe immune to one character's best ability, the game has already been broken. This is an instant death effect with an average save DC in the high 50s, usable virtually at-will.
I'm familiar with the inclination of many gamers to give the system the benefit of the doubt, but in this case at least, please don't argue that this is balanced.
lastknightleft
|
By the way, let's compare. 20 Wizard casts time stop. Avg. 3 rounds to play with. Round 1: quickened wall of force, wall of force. Round 2: quickened wall of force, wall of force. Round 3: quickened wall of force, gate to the Elemntal Plane of Water, facing down.No save. You drown. This is just with core. I could break out dozens of ways that any other caster can do better than this ability, even with one spell. Probably of lower level.
It burrows, you've wasted all you high level spells for the day. See it's not broken :)
| poodle |
hmmm. I just had a look at the bard skills. They are pretty cool but the opponent does have to be within 30ft (easy charge range) and able to understand what is going on. Your bard also has to be at least 20th level to use it.
Has anyone here heard of earplugs?
There are so many ways to mess with this starting with command, colour spray, an arrow, a thunderstone on your own party, have your own bard countersinging, heck, just magic missile his lute.
I am agreeing that it could ruin the day of ONE creature.
A 20 th level anything should have some nifty tricks. I think the bard is still going to get whupped by most other classes. 20th level mage casts magic missile however many times he wants and watches bard disintegrate. That's all low level stuff. We aren't even talking about wish spells or time stop.
It is just one trick after all.
| hogarth |
hmmm. I just had a look at the bard skills. They are pretty cool but the opponent does have to be within 30ft (easy charge range) and able to understand what is going on. Your bard also has to be at least 20th level to use it.
Has anyone here heard of earplugs?
Note that the 14th level ability Paralyzing Show (for instance) can be done with Perform (Dance) though; no language or sound is necessary.
| James Lewis 857 |
How about 20th level NPCs?
You mean the ones with access to magical gear?
Also, once someone starts counting out the monsters that are specifically immune to something, and listing ways that another creature [i]might[/] be immune to it ("Hulking hurlers aren't broken, what if they have to fight a ghost? Or.. or.. or someone behind a force wall!"), I usually assume it's broken.
Alright, so fighters are broken ("Incorporeal are immune unles they have certain kinds of weapons!"), casters are broken ("Most golems are immune!"), and rogues are broken ("There are still things they can't sneak attack!") Counting things that something is immune to does not make it broken. Every class has an ability that monsters or NPCs are immune to.
Even if nine foes out of ten happened to enter fights immune to sonic or death effects, the tenth would be an auto-win for the bard. Regardless of the CR of the creature. And the hard truth is that most of the other 9 can be brought down with a combination of dispellling/debuffing and that one bard ability, which is useable twenty times per day.
Even if nine foes out of 10 enter fights immune to blindsight, that 20th level scout is going to OWN that tenth one! AND HE CAN DO IT ALL DAY! BROKENBROKENBROKENBROKEN!
When a DM has to go out of his way to make every important foe immune to one character's best ability, the game has already been broken. This is an instant death effect with an average save DC in the high 50s, usable virtually at-will.
Avg. in high 50's, eh?
16 Cha starting. 5 through stat raises. 5 through wish. 6 enhancement. 32 Cha. +11 mod. So, 20 ranks + 3 (trained) + 3 (circlet of persuasion) + 3 (Skill focus) + 2 (masterwork instrument) + 11 (ability) + 10 (avg. roll). 52. Not high 50's. 50's, yes, but not high. And that's with a lot of focus towards this, when it all becomes useless against that vampire.
I'm familiar with the inclination of many gamers to give the system the benefit of the doubt, but in this case at least, please don't argue that this is balanced.
I can argue it all day. And, as far as your concerns, I can pump out dozens of examples of immune to it. Dozens. It isn't all that hard to make something immune to this ability. Just like it isn't hard to make someone immune to magic missiles. Or physical damage. Or, really, magic.
| awp832 |
I think you're missing the point, James Lewis..
Its not that there are no counters to this, there are... But that's not what we're arguing.
There are always counters, and there are always counters to counters, but that's the way the game works, and its fine.
The problem is that the DCs are just too high. Doesn't matter if there are ways to grant yourself immunity to the effect or no, DCs just shouldnt be that high. If my wizard found a way to put his Dcs in the 50s at 20th level, even for just one spell school; we'd have to have a talk about his character...
A DM should not *have* to ensure that all the baddies come fully equipped with perfect countermeasures to all his PCs abilities, in fact he ought to endeavor not to do so unless there is a good in-game reason for that to be the case (like, the party was being scryed on or something).
Cause that's the way balance works, see. If a 20th level party suddenly encounters a Great Wyrm green dragon (CR24), and neither has prepared at all or knew each other was coming, it should be a very hard fight for the PCs, it should be "epic" as the Pathfinder Alpha describes it.
if the bard sings, and rolls a 10, that's a 52 save or die. The Green dragon great wyrm has a +32 fort save, he needs to roll a 20 to live. That is not epic.
This is the way the CR system is supposed to work, something that ends a fight like that so quickly does not integrate well into the system, thus it is as the colloqualism goes "broken".
| James Lewis 857 |
What about a 20th level wizard with save DC 40 (let's say, on a cold meteor swarm with energy substitution) (10 base + 11 abil mod + 2 spell focus + 2 cold focus + 4 from items + 9th level spell +2 from energy focus from elemental savant)? Most 20+ creatures need to roll at least a 19 to hit that save. Let's not forget spells that have no save. At all. Is this more powerful than, say, the afreomentioned meteor swarm, dishing out an average of 100 points of damage with no save, only a touch attack, and, with my above example, hits everything within 20 feet of that creature, dealing an average of 72 points of damage, save DC 40 for 36? Is this more powerful than time stop (which, of course, has no save)? Island in time (Once again, they can't save against it, it only affects you)? How about an ability that makes your entire party charge, dealing +50 damage for you, +25 damage for all of your allies, cumulative +2 bonus on attacks for everyone, and stuns the target (no save)?
Tell me, how does a DC 52 save available at level 20 stack up against things that allow no save as much as 3 levels earlier?
| Hydro RPG Superstar 2010 Top 32 |
"Phah, that's not broken! This is broken! And this and this and..."
...
Yea, I think this thread of the debate has played out as far as it is ever really going to.
One of the arguements people use to defend broken game elements is "The dm can negate it." The other one, of course, being "Well other things are broken too!"
I wasn't making the case that monsters with immunities make something broken (that would be a little counter-intuitive). It's just that, as another poster said, everything is ineffective against something, and bringing up deathward or the tarrasque just shows that the "pro" side of a dicussion is grasping at straws. And once they've dug their heels in that far the discussion usually doesn't go anywhere productive (further steps possibly inlcuding "roleplaying restrictions", "balance is subjective so anything goes", or other such fallacies).
I shouldn't be so dismissive. You're right, silence and death ward are significant drawbacks, as is the presence of enemies inherently immune to death effects. This power would be nigh-unstoppable if not for them and they shouldn't be ignored. But without a sane save DC, they aren't enough to make this balanced.
An ability doesn't have to literally insta-kill every single foe that the PCs face to be broken. That would be the "DM's practical joke" threshold; the "broken" threshold is somewhat lower. This is broken, just as it would be if it had the makable save DC but nothing was immune to or could block it.
When you're talking instant death effects the system needs both an active and a passive layer of defense. Those who prepare should be able to block it, and those who don't should at least have a chance. Does that make sense?
| awp832 |
What about a 20th level wizard with save DC 40 (let's say, on a cold meteor swarm with energy substitution) (10 base + 11 abil mod + 2 spell focus + 2 cold focus + 4 from items + 9th level spell +2 from energy focus from elemental savant)?
that's 32, not 40, and thats 20 points lower than the bards song's average roll. That also requires some mixing and matching of abilities, whereas everything we used to get the Bard's DC was from the PH or the DMG (for items).
| hogarth |
I shouldn't be so dismissive. You're right, silence and death ward are significant drawbacks, as is the presence of enemies inherently immune to death effects.
Note that the Pathfinder version of Death Ward gives a +4 on saves vs. death effects, not immunity.
I'd actually say that Paralyzing Show is more dangerous than Deadly Performance most of the time since:
a) it affects multiple enemies
b) it doesn't require sound (if you use Perform [dance])
Of course, it gives a save each round, but if the DC is high enough enemies will only save on a natural 20.
| Laithoron |
As a bard-lover, I'm not fond of all of the changes. For one thing, a lot of the song abilities currently rub me the wrong way just like the de facto dark and creepy flavor of the warlock in Complete Arcane did. Songs that inspire or distract are one thing, but a killer performance seems more appropriate to a performance style that progressively emulates the abilities of a nymph.
Given the level of uproar over the SoD song, I'm just going to trust that Jason has taken care of this in the beta.
In terms of keeping up with other classes as the party enters the high level range, there are a couple things I'd like to see:
* Bards that have better fighting capabilities ala the Swashbuckler from Complete Warrior. A good BAB would help here and I don't think it wouldn't overshadow the fighter, ranger or paladin given the bard's weapon and armor proficiencies and lack of specialized combat feats. Alternatively, the bard could receive a +1 bonus on Attack rolls every few levels. This would be similar to the Swashbuckler having that Grace bonus to Reflex saves or the Epic Prowess feat (i.e. it improves attacks but doesn't increase BAB).
* Bards that have some facility for adding spells outside of the bard list. One thing I loved about 2E bards was that they used Wizard spellbooks. I was happy to see this return Unearthed Arcana's Prestige Bard, but the loss of the healing abilities kind of handicaps things. Perhaps allowing bards to take 10 on UMD checks at higher levels or to cast wizard spells ad hoc as a (dare I borrow the term) "ritual" with a much longer casting time would be desirable. In this way, they wouldn't get any additional combat powers they wouldn't normally have, but out-of-combat, they could open up the cold-conked wizard's spellbook and attempt to teleport the party back to town.
* I agree with the earlier poster who said that Bardic Knowledge should grant breadth of knowledge rather than in-depth knowledge in a specific area. From that standpoint, I like that Bardic Knowledge in Alpha3 gives them ranks in all knowledge skills equal to 1/2 their level. However, the +1 per level to a single knowledge skill doesn't seem appropriate.
* In terms of music, I'd much rather see a list of songs that I can choose from rather than having every bard know exactly the same songs. It's more design work of course, but I think it's needed and desirable. The Alpha3 cleric domain setup might actually be a good starting point for approaching something like this.
| Hydro RPG Superstar 2010 Top 32 |
* In terms of music, I'd much rather see a list of songs that I can choose from rather than having every bard know exactly the same songs. It's more design work of course, but I think it's needed and desirable. The Alpha3 cleric domain setup might actually be a good starting point for approaching something like this.
Yea. Signed. Sealed.
I think doing "bard domains" would be way too much work, but a list more like the Alpha 3 barbarian abilities would be much appreciated.
It would be ideal if they all fit on the same (scaling) power curve. Some of them seem to now, actually; Inspire Greatness doesn't come until mid-level, at which point your Inspire Courage bbonus is high enough to compare to it, and by the time you get Inspire Heroics your Inspire Greatness is affecting multiple people...
That would be hard to do with the offensive powers, but if not, you can always have multiple ability tiers (i.e. the bardsongs you can take at 15th level are better than the ones you could take at 10th).
| Lisa Chippendale |
* I agree with the earlier poster who said that Bardic Knowledge should grant breadth of knowledge rather than in-depth knowledge in a specific area. From that standpoint, I like that Bardic Knowledge in Alpha3...
On first read, I like the new Bard. I like the way they've handled Knowledge, and I don't mind that the Bard gets to be specialized in one area. The Bard was always meant to be one of the party's key Knowledge characters, along with the Wizard, and this just strengthens something they were already supposed to be strong in anyway. I'm glad it gets rid of the confusion of the Bardic Knowledge trait; sometimes it was hard to figure out if something counted as Bardic Knowledge or not.
I like the way they've specified which types of Bardic Perform work for which abilities; it makes more sense and gives incentive for putting ranks into more than one kind of Perform.
| James Lewis 857 |
James Lewis 857 wrote:What about a 20th level wizard with save DC 40 (let's say, on a cold meteor swarm with energy substitution) (10 base + 11 abil mod + 2 spell focus + 2 cold focus + 4 from items + 9th level spell +2 from energy focus from elemental savant)?that's 32, not 40, and thats 20 points lower than the bards song's average roll. That also requires some mixing and matching of abilities, whereas everything we used to get the Bard's DC was from the PH or the DMG (for items).
Umm... 10+11=21. 21+2=23. 23+2=25. 25+4=29. 29+9=38. 38+2=40.
Which, yes, is still 12 lower than the average roll for the Bard's perform check. And it still requires a 20 on most rolls. It doesn't make much of a difference if you still have to roll a 20.