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Poll: should there be bards on nightmist?

should there be bards on nightmist?

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#1 leader_of_xion

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Posted 29 February 2004 - 05:34 AM

ok be honest, who in here thinks there should be bards on night mist

#2 newb

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Posted 29 February 2004 - 05:51 AM

Don't ask if they should be in Nightmist.

If you would like them to be in Nightmist, make a detailed description of the class. If it is good, then maybe it will be added.

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#3 leader_of_xion

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Posted 29 February 2004 - 07:27 AM

THE BARD

It is said that music has a special magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with his music, and living on the gratitude of his audience-such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators messengers, scouts, and spies.
A bard's magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the sprits of the oppressed. But music can spring from an evil heart as well. Evil bards forego blatant violence in favor of manipulation, holding swy over the hearts and minds of others and taking enraptured audiences "willingly" give.

BACKROUND

An apprentice bard learns his skills from a single experienced bard, whom he follows and serves until he is ready to strike out on his own. Many bards were once young running aways or orphans, befriended by wandering bards who became their mentors. Since bards occasionally congregate in informal "colleges" the apprentic bard may meet many of the more prominent bards in the area. Still, a bard has no stong allegiance to bards as a whole. In fact, some are highly competitive with other bards, jealous of their reputations and defensive about their territories.

ADVENTURES
Bards see adventures as opportunities to learn. They practice their many skills and abilities, and they especially relish the opportunity to enter a long-forgotten tomb, to discover places, to encounter exotic creatures, and to learn new songs and stories. Bards love to accompany heroes (and villians), joining their entourage to witness their deeds firsthand-a bard who can tell a marvelous story from personal experience earns renown among his fellows. Indeed, after telling so many stories about heroes doing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.

CHARACTERISTICS
A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without seleting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells, a bard works magic with his music and poetry. In addition to spells, a bard works magic with his music and petry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound. Bards have some of the skills that thieves have, although bards are not as focused on skill mastery as thieves are. A bard listens to stories as well as telling them, of course, so he has a vast knowledge of local events and note worthy items.

ALIGNMENT
Bards area wanderers, guided by whim and intuition rather than by traditional or law. The spontaneous talent, magic, and lifestyle of the bard are incompatible with a lawful alignment.

RELIGION
Bards revere Fharlanghn (god of roads). They sometimes camp near his wayside shrines, hoping to earn some coin from the travelers who stop to leave offerings for the god. Many bards, even those who are not elves, worship Corellon Larethian, god of the elves and patron of poetry and music. Many good bards are partial to Pelor (god of the sun), believing that he watches over them in their travels. Bards given to chaos and occasional larceny favor Olidammara (god of thieves). Those wh have turned to evil ways are known to worship Erythnul (god of slaughter), though few admit to it. In any event, bards spend so much time on the road that, while they may be devoted to a deity, they are rarely devoted to any particular temple

RACES
Bards are commonly human, gnome, elf, or half-elf. Humans take well to the wandering life and adapt easily to new lands and customs. Gnomes have a sense of humor and trickery that lends itself to a bardic career. Elves are talented in music and magic, so the career of the bard comes naturally to them. A bard's wandering ways suit many half-elves, who often feel like strangers even when at home. Half-orcs, even those raised among humans, find themselves ill suited to the demands of a bard's career. There are no bardic traditions among dwarves or halflings, though occasional individuals of these races find teachers to train them in the ways of the bard. Bards are exceedingly rare among the savage humanoids, except among centaurs. Centaur bards sometimes train the children of humans or other humanoids.

ROLE
The bard is perhaps the ultimate generalist. In the most adventuring groups, he works best in a supporting role. He can't usually match the stealth of a ranger or thief, the spellcasting power of the cleric or the wizard, or the combat prowess of the barbarian and fighter. However, he makes all the other characters better at what they do, and he can often fill in for another character when needed. For a typical group of 4 characters the bard is perhaps the most useful fifth character to consider adding, and he can make a great team leader.

:) MAKE UP ANY SPELLS THIS TYPE OF CRIT MIGHT BE ABLE TO DO AND POST B

#4 newb

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Posted 29 February 2004 - 07:39 AM

Don't copy and paste from other places. Also, this is what you want, so, you make up the spells and abilities.

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#5 leader_of_xion

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Posted 29 February 2004 - 07:41 AM

i didnt copy or paste

#6 leader_of_xion

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Posted 29 February 2004 - 07:55 AM

summon insturment
summon monster
cure light wounds
charm
hide
remove curse
summon monster2
summon monster3
summon monster4
force dance
teleport (short distance)
hold person
hold monster

#7 Chewbob

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Posted 29 February 2004 - 07:56 AM

You either copied and pasted or your writing skills have greatly improved in the last few hours.

Edit: Put what the spells and abilities do.

Edited by Chewbob, 29 February 2004 - 07:57 AM.


#8 newb

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Posted 29 February 2004 - 08:00 AM

I still think you pasted. Big change in grammar and sentence structuring.

Anyways, you still need more info. Need to have detailed descriptions of spells, abilities, weapons, armor etc.

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#9 leader_of_xion

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Posted 29 February 2004 - 08:16 AM

ok
a bard casts arcane spells like the mage, but can only perform a portion of them
a bard also have some of the skills available to the thief, but like with the mage cannot perform all of them, also has a few of his own like force dance, suggest, inspire, song of freedom, countersong, fascinate

as for weapons, it can use any weapon lvled 0-5, and use higher lvled weapons that a mage can use, armor wise, the bard can wear any armor lvled 0-5, and any higher it can wear what a thief can

bards go good with elves, humans, half-elves, may be made with halfling, but they do not do as good, any other race cannot go with it, his guild should be located in town rather than out of town, with him your primary stats are charisma, dexterity, and intelligance, secondary you have strength and constitution, wisdom will just add value

#10 green_mantis

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Posted 29 February 2004 - 09:25 AM

THE BARD

It is said that music has a special magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with his music, and living on the gratitude of his audience-such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators messengers, scouts, and spies.
A bard's magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the sprits of the oppressed. But music can spring from an evil heart as well. Evil bards forego blatant violence in favor of manipulation, holding swy over the hearts and minds of others and taking enraptured audiences "willingly" give.

BACKROUND

An apprentice bard learns his skills from a single experienced bard, whom he follows and serves until he is ready to strike out on his own. Many bards were once young running aways or orphans, befriended by wandering bards who became their mentors. Since bards occasionally congregate in informal "colleges" the apprentic bard may meet many of the more prominent bards in the area. Still, a bard has no stong allegiance to bards as a whole. In fact, some are highly competitive with other bards, jealous of their reputations and defensive about their territories.

ADVENTURES
Bards see adventures as opportunities to learn. They practice their many skills and abilities, and they especially relish the opportunity to enter a long-forgotten tomb, to discover places, to encounter exotic creatures, and to learn new songs and stories. Bards love to accompany heroes (and villians), joining their entourage to witness their deeds firsthand-a bard who can tell a marvelous story from personal experience earns renown among his fellows. Indeed, after telling so many stories about heroes doing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.

CHARACTERISTICS
A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without seleting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells, a bard works magic with his music and poetry. In addition to spells, a bard works magic with his music and petry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound. Bards have some of the skills that thieves have, although bards are not as focused on skill mastery as thieves are. A bard listens to stories as well as telling them, of course, so he has a vast knowledge of local events and note worthy items.

ALIGNMENT
Bards area wanderers, guided by whim and intuition rather than by traditional or law. The spontaneous talent, magic, and lifestyle of the bard are incompatible with a lawful alignment.

RELIGION
Bards revere Fharlanghn (god of roads). They sometimes camp near his wayside shrines, hoping to earn some coin from the travelers who stop to leave offerings for the god. Many bards, even those who are not elves, worship Corellon Larethian, god of the elves and patron of poetry and music. Many good bards are partial to Pelor (god of the sun), believing that he watches over them in their travels. Bards given to chaos and occasional larceny favor Olidammara (god of thieves). Those wh have turned to evil ways are known to worship Erythnul (god of slaughter), though few admit to it. In any event, bards spend so much time on the road that, while they may be devoted to a deity, they are rarely devoted to any particular temple

RACES
Bards are commonly human, gnome, elf, or half-elf. Humans take well to the wandering life and adapt easily to new lands and customs. Gnomes have a sense of humor and trickery that lends itself to a bardic career. Elves are talented in music and magic, so the career of the bard comes naturally to them. A bard's wandering ways suit many half-elves, who often feel like strangers even when at home. Half-orcs, even those raised among humans, find themselves ill suited to the demands of a bard's career. There are no bardic traditions among dwarves or halflings, though occasional individuals of these races find teachers to train them in the ways of the bard. Bards are exceedingly rare among the savage humanoids, except among centaurs. Centaur bards sometimes train the children of humans or other humanoids.

ROLE
The bard is perhaps the ultimate generalist. In the most adventuring groups, he works best in a supporting role. He can't usually match the stealth of a ranger or thief, the spellcasting power of the cleric or the wizard, or the combat prowess of the barbarian and fighter. However, he makes all the other characters better at what they do, and he can often fill in for another character when needed. For a typical group of 4 characters the bard is perhaps the most useful fifth character to consider adding, and he can make a great team leader.

:) MAKE UP ANY SPELLS THIS TYPE OF CRIT MIGHT BE ABLE TO DO AND POST B

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and the only thing legal to copy from that book is the character sheets
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#11 green_mantis

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Posted 29 February 2004 - 09:28 AM

the bard is a good idea though if you put enough work into it the staff may take notice
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#12 Mastah_Fluff

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Posted 29 February 2004 - 06:23 PM

If Bards were put in you better bloody well give them instruments like lutes and the sort...
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#13 Silverwizard

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Posted 29 February 2004 - 07:26 PM

OK stop copying the AD&D 3e PHB honestly that was bad really bad, I saw it before it happened. You may not have copy pasted but just typed for a LONG time. I personally think that this topic should be locked just for that. Also sorry Bards are good and I like them but just another killed class in NM like the mage or it wll get covert and become a better theif.
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#14 Deval

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Posted 29 February 2004 - 10:48 PM

:: shudder ::
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#15 Rattlesnake

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Posted 29 February 2004 - 10:53 PM

Bards aren't good enough for Nightmist. :)

#16 newb

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Posted 29 February 2004 - 11:07 PM

Bards have always been a crappy class from what I have seen.

Really, they have like a guitar thing and they sing and play songs. That won't get you anywhere in Nightmist.

They are like a watered down Cleric/Mage that is a total pansy.

Edited by newb, 29 February 2004 - 11:07 PM.

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#17 Rattlesnake

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Posted 29 February 2004 - 11:14 PM

Well it's nice to know that I'm not that only one that doesn't 'appreciate' bards.

#18 alone

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Posted 29 February 2004 - 11:19 PM

I'd be a bard.. It'd be great fun.. Go around, annoying people.. Getting in the way.

Sound kind of like a Pacifist..?
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#19 Rattlesnake

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Posted 29 February 2004 - 11:26 PM

.....bust in at the boss & start playing some really annoying music until everyone's ears start bleeding causing them to lose hp at a rapid rate then pick up all their stuff when they die?

#20 Bishop

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Posted 01 March 2004 - 01:50 AM

The Bard class is only good for RP - not really Nightmist style. It'd be a waste to add it.

#21 Mastah_Fluff

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Posted 01 March 2004 - 03:12 AM

I dunno, I really really like my bard on morrowind...not all bad
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#22 S3it0*

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Posted 01 March 2004 - 04:42 AM

that says it all there, 'on morrowind' this is Nightmist, not morrowind or diablo/2 or anyother rpg. it is its own game, we dont want coppies of others, or so ive come to see over the time ive spent searching the forums

#23 Mastah_Fluff

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Posted 01 March 2004 - 04:45 AM

dude calm down, I was just defending bards themselves and pointing out that they aren't ALL bad like some people make them out to be, ok?
Love long lost, never to love again, forever to be alone.
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Evil Zoloft King of Un-Certain Insanity

#24 sayadin

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Posted 01 March 2004 - 05:22 AM

summon insturment
summon monster
cure light wounds
charm
hide
remove curse
summon monster2
summon monster3
summon monster4
force dance
teleport (short distance)
hold person
hold monster

I'm sorry, but that is straight out of the Dungeons & Dragons Manual. And you can't talk your way out of it because I have the book of bards and rogues.
The Greater the Difficulty, the More the Glory in Surmounting it. -Epicurus

#25 sayadin

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Posted 01 March 2004 - 05:52 AM

And another thing. If you really want another class think of one on your own or you could look up in books and read about something and tweak it. And try to make it fit in the nightmist world. Bards are very good in D&D but in Nightmist they can't sing a tune to hypnotise a player. So I would suggest if you try to rethink this thouroghly. Good luck and I wish you the best.
The Greater the Difficulty, the More the Glory in Surmounting it. -Epicurus

#26 Silverwizard

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Posted 01 March 2004 - 11:00 PM

Give a theif some mage powers and healing and then some cool abilities to use music to help others and you have a bard. All of a sudden in nightmsit terms we have a theif with enhance and the ability to heal themself which just would piss off everyone I could see it now: You assassinated [inert a name].
You were hit by [insert name]'s [insert weapon] for 50 points of damage.
You just healed yourself by 50 points of damage.
You attempted to assassinate [insert name] but failed and caused 100 points of damage]. Battle continues.
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#27 Squee

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Posted 02 March 2004 - 01:47 AM

Don't forget:

According to the above descriptions, it wouldn't use mana either. The music would be fueled "by the heart."

Also, I'm just going to use this space to agree with Biship. Bard's will work in an RP world, not so much a MuD realm.
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#28 Bean

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Posted 02 March 2004 - 09:42 AM

Bard cant properly be created on nightmist...

One of the bards KEY abilities is to quicken the feet of party members, so you can travel at insanely fast speeds.

Increased attack speed, and stats is also a bard specialty...

Also, Damaging 'songs' are common among bards. (The only reason the songs do any good is because the bard can run fast enough a monster wouldnt be able to hit them)

Bards also have a noteworthy battle fury when augmented with their own songs, sometimes being able to equal fighters for short periods of time before becoming tired...

Like I said, Just not possible for a nightmist class.

Most of their abilities are impractical for the nightmist universe.
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#29 alone

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Posted 02 March 2004 - 01:17 PM

Silver, assassinating uses all your stamina, meaning you couldn't heal :)

They have Bards in Starwars Galaxies, or whatever it is.. They work quite well, from what I understand. People enter a room and click to listen to the person, every second gives them exp. And although it's ok there. It wouldn't work here.
"Entertain yourself with my nightmares."
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