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Bard vs Fighter/Mage

WowoWowo Member Posts: 2,064
So I've heard that fighter/Mage is the most powerful build in BG1 but then I wonder what F/M gets that a bard doesn't.

Comparing an elf F/M with an helf Blade
Max HP: (10*7+4*7+3*7)/2= 59 HP vs 10*6+10*2=80 HP
Average HP: (5.5*7+2.5*7+3*7)/2= 39 HP vs 10*3.5+10*2= 55 HP
THACO: 14 F/M -1 for elf. -1 for specialisation. vs 16 Bard base. -2 offensive spin.
APR: +0.5+0.5 for F/M. +1 for offensive spin.
Damage: +2 weapon spec. +2 offensive spin. +3.5 for max damage (assuming scimitar).
Spells/day: 4/3/2/1 vs 3/3/2/1 though ring of wizardry tips it.
Armour: Archmagi robe vs Elven Chain
Saves: 10/9/11/12/10 vs 11/10/10/14/11
Other perks: ? Vs pickpockets, bard song, lore, defensive spin (-10 AC for 24 seconds, 3/day)

Am I missing anything? For me I think the added tanking potential of +15-20 HP and defensive spin makes bard the better character for BG1. There are other similar options too of course.
  1. Bard vs Fighter/Mage108 votes
    1. Fighter/Mage is the best
      62.96%
    2. Bard is better than Fighter/Mage
      37.04%
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Comments

  • LuigirulesLuigirules Member Posts: 419
    Fighter/Mage is the most powerful build in BG2.

    In BG1, it's probably pretty even, but you have to remember the point of the bard is not to be powerful, but to be versatile.
  • MadhaxMadhax Member Posts: 1,416
    edited January 2013
    No poll option for "apples vs. oranges"?

    A F/M versus a Blade (Might want to distinguish that kit rather than a generic Bard) is pretty close in BG1. Note that a F/M could theoretically don some heavy armor and tank with it, while a Blade is limited to leather. A F/M could also start out with ** in a weapon style, while the Blade only gets two proficiency at the start.

    I might say that a F/M starts out more powerful in BG1, the Blade is better by the end of BG1, then the F/M regains superiority a ways into BG2 once they start getting higher level wizard spells that Bards can't learn. But still, apples vs. oranges.

    Edit: Voting Bard because I enjoy the Blade's spins, mostly just to see the results out of curiosity.
  • WowoWowo Member Posts: 2,064
    Madhax said:

    No poll option for "apples vs. oranges"?

    A F/M versus a Blade (Might want to distinguish that kit rather than a generic Bard) is pretty close in BG1. Note that a F/M could theoretically don some heavy armor and tank with it, while a Blade is limited to leather. A F/M could also start out with ** in a weapon style, while the Blade only gets two proficiency at the start.

    I might say that a F/M starts out more powerful in BG1, the Blade is better by the end of BG1, then the F/M regains superiority a ways into BG2 once they start getting higher level wizard spells that Bards can't learn. But still, apples vs. oranges.

    Edit: Voting Bard because I enjoy the Blade's spins, mostly just to see the results out of curiosity.

    All good points. F/M can go full AC with ankheg+ring of prot vs ghost armour/spirit armour or drizzts' +4 chain giving a 0, 1 or 2 point advantage.
  • MadhaxMadhax Member Posts: 1,416
    Wowo said:

    Madhax said:

    No poll option for "apples vs. oranges"?

    A F/M versus a Blade (Might want to distinguish that kit rather than a generic Bard) is pretty close in BG1. Note that a F/M could theoretically don some heavy armor and tank with it, while a Blade is limited to leather. A F/M could also start out with ** in a weapon style, while the Blade only gets two proficiency at the start.

    I might say that a F/M starts out more powerful in BG1, the Blade is better by the end of BG1, then the F/M regains superiority a ways into BG2 once they start getting higher level wizard spells that Bards can't learn. But still, apples vs. oranges.

    Edit: Voting Bard because I enjoy the Blade's spins, mostly just to see the results out of curiosity.

    All good points. F/M can go full AC with ankheg+ring of prot vs ghost armour/spirit armour or drizzts' +4 chain giving a 0, 1 or 2 point advantage.
    I didn't consider Drizzt's chain. Can Blades wear it and cast in it? I never kill the guy, so I didn't know. That's a point in favor of bards, at least if they're evil.
  • FrozenCellsFrozenCells Member Posts: 385
    Wowo said:


    Am I missing anything?

    Yeah, helmets. Bards are susceptible to critical hits. F/M gets the Helm of Balduran for 1 lower THAC0 and AC. I'd say F/M. Those permanent attacks per round and specialisation damage as well as way superior item choices (those you listed plus helm of balduran, the various fighter-only potions, etc.) put it top. But they're not that far apart in BG1.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    edited January 2013
    Well I'm playing both a Figher/Mage and a Jester at the moment (in different games), both lots of fun, but very different - Fighter/Mage is definitely the stronger "powergaming" class, but the Jester is fun and supports the party well in many ways
  • LemernisLemernis Member, Moderator Posts: 4,318
    I would think that the martial advantages of being a Fighter vs. bard in terms of THACO and attacks per round are what makes this decisive for the F/M.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    BTW for Blades both pickpockets and lore are *half* the normal bard amount, for Skalds they have full lore, but one quarter pickpockets, Jester gets full lore *and* Pickpockets. Also the Blade's song doesn't improve at all until Enhanced Bard Song becomes available at 3 million XP, unlike all the other bard kits. Am not saying Blades are bad, just that they're not really like the other bard kits.
  • [Deleted User][Deleted User] Posts: 0
    edited January 2013
    Edit: Ninja'd on the whole Blade vs. Bard thing. Oxford_Guy covered the salient points there.

    Your HP calculation is off (I just tested with an 17 CON Elf F/M CLUA'ed to 161000 XP). Elven Fighter/Mages get 70 max HP, and that's assuming you don't give them the Con tome (and why wouldn't you?), which bumps it up to 77. BGEE must be rounding favorably for the multiclass, or maybe there's something off with the order of operations.

    Also, Offensive Spin and Haste do not stack, so the F/M can hit three attacks to the Blade's two (and either can dual wield for an extra one just as easily). Once you factor in Strength bonus (Say +3 from an active Strength spell if you don't want to assume that either character could roll up a high strength with all the other stats they need) and/or a good magical weapon, the extra attacks outweigh max damage from Offensive Spin, though if both characters dual-wield it's close enough to call it a wash.

    I'd still be willing to give the nod to the Blade in BGEE due to utility, better caster level, and having more options for your spell slots thanks to having the spins (although I'm personally a fan of the Gnomish F/I due to shorty saves, specialist spells per day, and 19 Con). If only you could make a Bard with one of the shorty races.

    Comparing them in BG2, especially with ToB, is a whole 'nother ball of wax, since at that point you're trying to weigh high level spell slots and Fighter HLAs vs. Bard HLAs like Spike Trap, Time Trap, and Use Any Item.
  • iKrivetkoiKrivetko Member Posts: 934
    Exceptional strength, shield and heavy armour proficiency, helmets, non-capped Con modifier, extra Dex, APR that scales with Haste... Shall I go on?
  • TJ_HookerTJ_Hooker Member Posts: 2,438
    Madhax said:

    Wowo said:

    Madhax said:

    No poll option for "apples vs. oranges"?

    A F/M versus a Blade (Might want to distinguish that kit rather than a generic Bard) is pretty close in BG1. Note that a F/M could theoretically don some heavy armor and tank with it, while a Blade is limited to leather. A F/M could also start out with ** in a weapon style, while the Blade only gets two proficiency at the start.

    I might say that a F/M starts out more powerful in BG1, the Blade is better by the end of BG1, then the F/M regains superiority a ways into BG2 once they start getting higher level wizard spells that Bards can't learn. But still, apples vs. oranges.

    Edit: Voting Bard because I enjoy the Blade's spins, mostly just to see the results out of curiosity.

    All good points. F/M can go full AC with ankheg+ring of prot vs ghost armour/spirit armour or drizzts' +4 chain giving a 0, 1 or 2 point advantage.
    I didn't consider Drizzt's chain. Can Blades wear it and cast in it? I never kill the guy, so I didn't know. That's a point in favor of bards, at least if they're evil.
    Nah, you can't cast in Drizzt's armour.
  • DebaserDebaser Member Posts: 669
    edited January 2013
    Actually I'm loving Beserker Dualed to Thief lately.

    With detect illusion and hiding skills to back stab and kill mages...and enrage to keep confusion and fear from running the show...maybe it's not stronger, but I really like that build.

    Fighter / Mage Multi-Classes are strong, but I think Kensai / Mage (Dualed at 13 with Grand Mastery in Scimitars) is stronger potentially since improved haste is better than greater whirlwind AND you get KAI.

    I know people always say Katana is better for Celestial Fury but I just don't think it outweighs Drizzt's Scimmies, Usano's Blade, Spectral Brand and Belm.

    Throw on a good Strength Belt and replace Belm with Spectral Brand for it's immunities, or Crom Faeyr in the offhand instead of both and you're gold.

    That "might" even beat fully upgraded Flail of the ages since you should have 11/2 APR naturally with Belm and Grandmastery. 9 of which should be main hand over two rounds and counted prior to the final offhand attack. (Attacks should be capped at 10 no matter what but you wouldn't have to cast anything to get your attacks up usually this way either.) And your THAC0 / Damage bonus should be ridiculous...not even counting all the mage spells available to any combination.

    Though a Kensai / Mage Grandmaster in Flail's with FOA and The Defender Of Easthaven would be really damn powerful too...I'll have to do the math. You'd need to cast Improved Haste though to get your APR up. And not improve FOA to a +5 Weapon...AND you'd be out a +4 weapon early on in SOA, which Usano's Blade totally gives you.

    The problem is BG1 alone without BG2 favors Fighter / Mage because of the level cap. But a Kensai / Mage dualed at 13 is a true Lord of Murder like Bhaal intended.



  • ZuttiZutti Member Posts: 94
    edited January 2013
    I think BG1 is where you see the largest difference in power. BG2 the bard can catch up due to thac0 capping and UAI.

    A fighter/mage is like a bard running around with offensive spin 24/7.

    Don't forget that with the con tome you can push the F/M hp even higher, whereas the bard only benefits from 16 con. F/M HP is actually higher than bard HP if both are Half-Elves. including the Helm of Balduran, 89 vs 80 max(plus familiars).

    Including that helm(and both with 19 str), F/M thac0 is 2 better(6/10) all the time than Bard thac0 is under Offensive Spin(8/10 with rogue rebalancing to grant 3 pips in 2-weapon fighting for Blades).

    F/M has 1 more level 1 spell, or 5 more with Evermemory.

    Mage robe and elven chain have the same AC, but F/M has the option of equipping sturdier armor when spells run out. F/M also has the option of equipping a shield(Until you get Twinkle)

    F/M has better saves, and could potentially be played by a short race for even better saves.

    Comparison of Half Elves below, 19 in every stat:
    image
  • PantalionPantalion Member Posts: 2,137
    As I've already said fairly recently, the Bard is actually intended to be a Fighter/Mage/Thief equivalent, trading the abilities of the former for the benefits of hitdice (also known as "levels"), there isn't really much comparison with either of the multiclasses in the grand scheme of things. Bards will pretty much always have the edge in casting damage spells based on level, whilst the Fighter/Mage will have multiple attacks per round, specialisation (better than the blade's terrible, non-APR-boosting, version), helmets, robes, and the Fighter constitution bonus, whilst still getting better spell access than the Bard does.

    Concerning your list, you've missed:

    HP: Fighter/Mages are a Potion of Fortitude away from an 18 Con, and as such a +28 HP on top of their 49 base HP which, incidentally, is the correct HP max. [7D14]/2 = 7D7 = 13-49. Multiclassing does not halve Constitution bonus, so this is +21, meaning 70 HP.

    Average HP: I believe 'tis a Maths error, the first hitdie is always maxed. The correct averages as such are 31 and 33 HP before Constitution respectively.

    APR: Offensive Spin doesn't stack with Haste, meaning that this works out at a net +2 for the F/M, +1 for the Bard. The Offensive Spin lasts four rounds, twice per day. Unless you're resting every fight, it's worth about a tenth of your total combats.

    Damage: Fighter Strength - a Bard does not receive it, meaning getting an 18/51 or better strength for the F/M is a net +3 damage bonus over what the Bard can receive, even using the Strength spell.

    Spells/day: Spell Level access is important, and the Fighter/Mage gets level 4 spells before the Bard does, in terms of Experience.

    Armour: It's worth noting again how very awesome Archmagi Robes are compared to Elven Chain, considering they actually offer tangible bonuses on top of their AC bonus, which works out considerably better when you slap on Ghost Armour.

    Other perks: Immunity to Critical Hits is one of the most important there is. Bards can't use shields. Bards get 4 Proficiency pips to spend and cannot specialise unless they're Blades. Fighter/Mages get 6 Proficiency pips and can specialise naturally.

    So the actual difference you're looking at is, at BG cap with all the tomes and a theoretical max stats. Both are half elves - whilst elves are categorically superior to Half-Elves in pretty much every way except Ranger/Cleric, and the ability to be an elf is an advantage for the Fighter/Mage, it doesn't help compare the actual classes.

    Both have 19 strength (but Fighter/Mages are better most of the game), for eight rounds per day, Blades get a mediocre bonus to damage.
    HP: With maximum roles, an 19 Con, tomed Fighter/Mage has an HP of 84, the Bard has an HP of 80.
    THAC0: Fighter/Mage has a THAC0 of 14, the Blade has a THAC0 of 16.
    APR: The Fighter/Mage has 3 APR per day for about one round shorter than the Bard gets 2 APR per day, and gets 2 APR naturally without buffs or dual-wielding.
    Weapons: Because they get more proficiency pips, they can actually get 2 pips in dual wield whilst specialising in a Ranged Weapon and a melee weapon, or just going with proficiency for their offhand and ranged attack method for even more versatility. The Fighter/Mage can also grab a shield for tanking purposes, a Blade cannot, and loses the only real means of getting extra attacks if they do.
    Spells/day: The Fighter/Mage can use Evermemory, the Bard gets slightly more powerful magic missiles or longer lasting buffs.
    Armour: The Fighter/Mage gets Magic Resistance and save bonuses, the Bard gets shafted.
    Other perks: The Fighter/Mage is immune to critical hits, and potentially fear, or gets an extra +1 THAC0, or gets better saves, better HP, damage resistance, Charm Immunity. The Bard gets to pick pockets. The Blade's stunted Lore growth is completely irrelevant, because Identify is a thing.

    Better Tank: Fighter/Mage.
    Better Melee fighter: Fighter/Mage.
    Better Ranged fighter: Fighter/Mage.
    Better Mage: Fighter/Mage.
    Better Damage per spell: Bard. Usually.
    Better has a terrible bard song: Blade.

    Bring the Fighter/Mage/Thief into this, and they still wreck the bard on most levels, coupling most of the above benefits with an x3 Backstab modifier and actual thief skills.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited January 2013
    Truth be told, for BG1, they're both just as powerful, though being able to pickpocket makes the Bard better. You can literally beat the game naked, without any other equipment just using the wands you find along the way, while the F/M has a little bit of an edge in direct combat, it's ultimately pointless and wasted since you can just blast everything away with wands.

    In SoA, a bard is better, the ability to dual-wield speed weapons eliminates the attack deficient against 93% of enemies in the game, while the F/M is still technically better in melee, the difference is overall so small it's not worth counting. It's not until the 3 mil mark that the F/M can really start to pull ahead, and that's only due to every balancing factor about multi-classes being thrown out the window by BG. On other hand, the difference isn't as large as you think. A properly played bard can easily pull every trick a F/M can, either by casting from scrolls or using HLA traps to compensate for not having 8th and 9th level spells (which if the 2nd Ed high level spell progression was properly implemented, bards eventually get up to 8th level spells, at lvl 29).

    You can't even really judge the contest fairly (and even then, it's actually quite close, which is pretty hilarious in a way), since it's already biased in favor to the F/M by lazy rule implementation. Multiclasses suffer none of their PnP downsides while being almost completely intact mechanics-wise, while Bards have little of their abilities implemented (the lack of non-combat profs is especially glaring, since it VASTLY expanded their capabilities beyond what other classes could achieve, and leaves a lot of glaring gaps in their capabilities that don't actually exist in PnP), AND are actually further nerfed due to laziness on the part of the developers (seen most prevalently in the fact that rogues can't put more then * in two weapon, which in PnP they can become just as good at it as fighter's can (and Blades are supposed to start with the equivalent of ***, 0/-2).
    Post edited by ZanathKariashi on
  • AristilliusAristillius Member Posts: 873
    Isn't Bard's CON past 16 irrelevant?
  • TJ_HookerTJ_Hooker Member Posts: 2,438

    Isn't Bard's CON past 16 irrelevant?

    Pretty much. Getting 18 can be useful if you want to use the Claw of Kazgaroth (gives -2 to CON, so if you have 18 you won't lose any HP). It can also be used to get regeneration (18 starting, +1 in BG1, +1 in BG2), although that's a lot of work, and the regen rate at 20 CON is pretty slow.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited January 2013
    Bards can equip bucklers...you could use the +1 con buckler added in EE for regen after using the con manual. (it's so pitifully slow though, you're only going to benefit when resting or traveling anyway, so it won't hurt your combat performance)
    Post edited by ZanathKariashi on
  • AnaximanderAnaximander Member Posts: 191
    edited January 2013
    charname f/m and bard can cast find familiar as well ... extra hp for both of them *random comment
  • ZuttiZutti Member Posts: 94

    being able to pickpocket makes the Bard better.

    I strongly disagree. People are finishing the game with hundreds of thousands of extra coins. I have almost never been short of gold when I needed it. As far as wands go, you can get damn near any wand for free if you must have it(and know where to look).
  • DarkcloudDarkcloud Member Posts: 302

    Bards can equip bucklers...you could use the +1 con buckler added in EE for regen after using the con manual. (it's so pitifully slow though, you're only going to benefit when resting or traveling anyway, so it won't hurt your combat performance)

    Useful for a solo run if you don't want to have hundreds of days counted at the end.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    @Zutti, yes, but you can get them earlier then a F/M either by stealing them outright, or by selling a bunch of stuff to get money to buy wands, and then if you want, steal the gear back and proceed with the blasting (I consider that tactic cheese only if you pull it on a fence, and/or try it repeatedly across multiple visits..you might get by with it one time, but when they realize the stock they bought is suddenly missing...well...it won't be happening again). Therefore, bards can have more firepower early on, while the F/M is just MARGINALLY better in melee till late game when they're solidly good in melee and bards are blowing enemies up willynilly with a bow and arrows of detonation and spamming wand abilities. Sure..the F/M could do that too...but the difference is so minor it's not worth mentioning.
  • ZuttiZutti Member Posts: 94
    @ZanathKariashi

    Where are you stealing wands earlier than you can just walk to the lighthouse or farm maps?

    True, you can purchase(but not steal) and wand of sleep or fear from High Hedge, but there is hardly a significant cost involved. The only expensive wand is Fireball outside Durlag's for ~6000gp at neutral rep.

    You would also need to stock up on his potions of master thievery to pull off consistent shoplifts without being noticed. These come at 480 a pop and you cannot steal them. I hardly see how:

    -Acquire powerful items
    -Sell powerful items at shopliftable establishment
    -Travel to Durlag's
    -Purchase master thievery potions with ~2000 newly acquired gp
    -Travel back to aforementioned establishment
    -Steal back aforementioned items
    -Travel to Durlag's/High Hedge
    -Purchase wand

    Is any faster than:

    -Stop by friendly arm on your way to ankheg map and acquire invis potion/evermemory
    -Travel one zone north and acquire wand/other assorted goodies
    -Enjoy fireballs and extra sleep spells from new ring

    In any case, I wouldn't think the above strategy is worth handicapping your character(from a powergaming POV. If you're not powergaming you wont care which class combo is better). F/M are immensely better in melee, particularly in the beginning of the game due to better thac0 and the extra half attack from specialization.

    Your infatuation with bards in every thread borders on blind obsession, ZK.
  • ScytheKnightScytheKnight Member Posts: 220
    In 3rd edition and beyond bards are better. 2nd edition (or at least the BG games) bards are totally useless as they are unable to perform any other actions while using bard song, and bard song buffs cut out as soon as you stop using bard song.

    So yes, you CAN take a skald with awesome buffing songs...

    Have fun plaything through the hardest battles where you really want those buffs with only 5 characters.

    Honestly this is probably my single biggest gripe with the BG series, I LOVE the bard concept, but the implementation of it's core ability sucks worse then a super-massive-black hole.
  • ElendarElendar Member Posts: 831
    Bards are gay in 2nd edition so go for F/M
  • KortokKortok Member Posts: 165
    F/M and if playing through TOB then F/M by a huge margin.
  • DarkcloudDarkcloud Member Posts: 302
    @Zutti Bards can wear Ion Stones as helmet and without any fixpack they also give crit immunity.
  • ZuttiZutti Member Posts: 94
    edited January 2013
    Darkcloud said:

    @Zutti Bards can wear Ion Stones as helmet and without any fixpack they also give crit immunity.

    Fair enough. If you use a mod to add items to the game, but do not use the appropriate mod to fix an engine exploit where those items provide a significant benefit beyond their intended bonuses, you can eliminate one downside to the bard class.

    You should probably just shadowkeeper a helmet onto your bard's head at that point, though.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited January 2013
    My biggest gripe is that bards are barely implemented...while multiclasses don't have any of their PnP restrictions. Yes, a lower levels this would make the F/M a little better then a bard, but at higher levels would greatly stunt all MC characters, due to the racial caps, which pretty much all the optional rules for further advancement only apply to single class demi-humans, not multi-classed ones.

    Not to mention...MC shouldn't even have specialization....the rule that allows them to specialize allows ALL classes to specialize (**), and no higher (only single class, unkitted fighters can achieve GM, while Kensai (1 bladed) and Archers (bows) can both achieve mastery (***) in 1 weapon type), but costs 2 proficiency instead of 1 for the 2nd point for priests/rogue/multiclasses that are part fighter (3 per point for single class mages). (non-kitted, single class rangers and paladins can specialize for the normal cost, but have to pay double if they take a kit)

    And yes, I will admit from a powergaming standpoint, a F/M is better....but only slightly. Most of the F/M's "better" descends into overkill territory, that if you like big numbers, sure go for it, but while the bard puts out smaller numbers, it's still killing everything just as easily as a F/M can, just with less overkill. They're effectively the same overall.

    @Elendar Bards are gay in BG...in 2nd edition they're one of the more powerful single classes (not in straight up combat of course, unless you're a Skald or Gallant), but still powerful overall due to broad access to non-combat proficiencies of every pool except priests, which vastly expands their list of abilities beyond what BG even hints they're capable of), which is why they're so damn hard to make in first place (You're supposed to roll your stats first, then you pick a race who's minimum stats you match, then you pick a class who's minimum scores you meet. BG flubs this by altering rolls to give you minimum stats for a class/race if the roll is lower).
  • TJ_HookerTJ_Hooker Member Posts: 2,438
    Zutti said:

    Darkcloud said:

    @Zutti Bards can wear Ion Stones as helmet and without any fixpack they also give crit immunity.

    Fair enough. If you use a mod to add items to the game, but do not use the appropriate mod to fix an engine exploit where those items provide a significant benefit beyond their intended bonuses, you can eliminate one downside to the bard class.

    You should probably just shadowkeeper a helmet onto your bard's head at that point, though.
    Since when do you need a mod to get ioun stones? Or are you talking about BG1?
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