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Bard Modification

Is there anyway (any way at all) to have the Bard play the song and attack at the same time.
I find it crazy to have one character just standing there not fighting.

Yes I do realize that if the bard was on a street corner he could not play a lute while firing a bow, I don't care.

Basically I just want to toggle it on and leave it on, would be good if it was the same for Find Traps also.

Comments

  • BelanosBelanos Member Posts: 968
    That would make the Bard extremely overpowered. There is a short lag where the song keeps affecting the party while the Bard is doing something else though, so you can still have it attack without too much disruption to the effect. It doesn't end as soon as the Bard stops singing. With the kinds of effects a Bard Song can have, there needs to be some sort of limitation.
  • FlashburnFlashburn Member Posts: 1,847
    I know that with thieves you can click an enemy to attack it and then turn on Find Traps without penalty. Useful for piercing mage illusions via Detect Illusions.

    As far as I know, you can't do the same thing with Bards. At activation, the Bard song gives its bonuses at the beginning of every round and lasts until the end of that round if you turn it off. So I suppose you could turn it on and then attack for less than a round, and turn it back on before the round is over so the bonuses stay.

    It takes some micromanagement to pull off and I generally find it to be more trouble than its worth if you don't have the Improved Bard song in BG2; a Skald, or vanilla Bard in IWD.
  • RAM021RAM021 Member Posts: 403
    Fighting and Singing simultaneously would hardly be overpowered. We could see Casting & Singing interfering, but there are spells without vocal components (or previously buff with Vocalize).

    Now the rules allow the song effects to last 1 rd/lvl, but require 3 rds of buffing before taking affect. However, while actively singing, the Bard is limited to walking...

    Nevertheless, since with serious micromanagement one can sing and fight (or at least shoot a bow) while keeping the Bard song up and active, it obviously would not be game breaking to permit it by default. This would greatly increase the Bard's use, for currently the choice is generally either sing or something else - and the song is a defining characteristic of the class.
  • BelanosBelanos Member Posts: 968
    edited November 2014
    Flashburn said:

    I know that with thieves you can click an enemy to attack it and then turn on Find Traps without penalty.

    No you can't. As soon as you perform any action other than moving from point A to point B, the Find Traps ability shuts off. I know this because my Thief script has it automatically turning on.
    Flashburn said:


    It takes some micromanagement to pull off and I generally find it to be more trouble than its worth if you don't have the Improved Bard song in BG2; a Skald, or vanilla Bard in IWD.

    Or you could just use a script that will take care of it for you.
    RAM021 said:


    Nevertheless, since with serious micromanagement one can sing and fight (or at least shoot a bow) while keeping the Bard song up and active, it obviously would not be game breaking to permit it by default.

    Even by default you can't keep a song "up and active". There's a time factor, and after awhile the Bard will stop singing on it's own. Again, I know this because I'm using a script that does it automatically. So when it stops, you attack. My scripted Bard still engages in combat while singing it's song, it's not necessary to do either one or the other.

  • ParadoxParadox Member Posts: 31
    Is your script something I could use?
    Sounds like it is as close as I am going to get
  • BelanosBelanos Member Posts: 968
    edited November 2014
    Paradox said:

    Is your script something I could use?
    Sounds like it is as close as I am going to get

    I'm using a modified version of the eSeries scripts that I've tinkered with for awhile now. But you might find the bpSeries to be better. It's pretty much a revised version the the eSeries, with some additions. I believe you can get it Spellhold Studios. I haven't seen a revised version for IWD, but the scripts themselves will still work if the installer doesn't. You just have to copy them over to the Script folder in the game's directory.

    At first I was a bit concerned as well that my Bard would do nothing but sing, but after keeping an eye on it I've noticed that it will do other things as well. Especially casting spells.

  • SigleafSigleaf Member Posts: 22
    Bards are horrendous at everything but singing and buffing, one could argue they can spam low lvl spells because they have higher spell level but even then I don't think thats worth an entire spell slot. With that being said, their songs are fantastic, skalds song, and sirens are two amazing buffs worthy of any full person party! Would allowing bards to sing and do their paltry range/melee dmg break the game, obviously not, but its how DnD is, so if you take a bard, expect him to be a buffer and a singer, nothing more, nothing less.
  • BelanosBelanos Member Posts: 968
    Yes, they're definitely better off supporting the party. With the bonuses your characters can get with, say, a high level Skald song, the amount of damage it can do with a normal attack would be paltry in comparison. I don't worry about it anymore if my Bard is just standing there singing her heart out. It's what she does best.
  • DreadKhanDreadKhan Member Posts: 3,857
    Blades and Jesters clearly aren't buffing their party mostly, but either Skald or pure should sing often, agreed.
  • BelanosBelanos Member Posts: 968
    DreadKhan said:

    Blades and Jesters clearly aren't buffing their party mostly, but either Skald or pure should sing often, agreed.

    I'm partial to Skald myself. While the final pure Bard song is quite good, you have to get through a few duds beforehand. Skald songs are helpful right from the start and just keep getting better.

  • FlashburnFlashburn Member Posts: 1,847
    Belanos said:

    Flashburn said:

    I know that with thieves you can click an enemy to attack it and then turn on Find Traps without penalty.

    No you can't. As soon as you perform any action other than moving from point A to point B, the Find Traps ability shuts off. I know this because my Thief script has it automatically turning on.
    It will turn off when you order them to attack, but while they're in the process of attacking/moving in to attack, you can turn it back on manually without penalty. Scripts will not do this for you.

    https://www.youtube.com/watch?v=QiJ3PmZnIXI
  • BelanosBelanos Member Posts: 968
    Flashburn said:



    It will turn off when you order them to attack, but while they're in the process of attacking/moving in to attack, you can turn it back on manually without penalty.

    This I wasn't aware of. I'll have to keep that in mind.

  • RAM021RAM021 Member Posts: 403
    Belanos said:

    Flashburn said:

    It will turn off when you order them to attack, but while they're in the process of attacking/moving in to attack, you can turn it back on manually without penalty.

    This I wasn't aware of. I'll have to keep that in mind.
    Which is exactly the same when manually controlling a Bard to attack & sing.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    Techncially, that's how it's SUPPOSED to work, if bards and their songs were implemented properly.

    In detail.

    Bard Song is supposed to be a pre-battle buff that lasts 1 round per level. (I implemented it in my game by disabling the bard song button entirely and designing a custom ability that takes 1 round to cast and cannot be used in LOS of an enemy similar to how traps are implemented, in accordence to the PnP restriction that bard song needs the combatants to pay attention to it to have any effect and most likely cannot be reapplied during most combats, though specifically mentions if the group pulls back to rally, the bard can reapply the song during that window before they re-engage.)

    Skald song is similar in activation but has an unlimited duration as long as the skald is engaging in melee combat (if they stay at ranged, such as using a bow or avoiding combat the duration beings to count down, since the Skald inspires through action just as much as through their battle song), until they're wounded (this is less an issue for the PnP skald which can use any equipment a fighter can except Tower shields and Full plate, meaning they're actually quite tanky), at which point it lasts for 1 round per level as with the regular bard song and can't be re-applied unless the group rallies.

    On the other hand, the jester song does indeed require the jester to do nothing but "sing" and requires that the targets be able to see and hear them to have any effect.

    And blades don't sing at all.
  • WanderonWanderon Member Posts: 1,418
    We need lingering song! Then the bard can sing, then cast or attack, then sing then cast or attack - wash rinse and repeat... Don't know how you would give it to them tho with no feats in this version of D&D I sure loved it in ID2!
  • StormvesselStormvessel Member Posts: 654
    Do the Bard songs stack if you run a party with several of them? Like, could three Warriors with three Skalds behind them just go around gibbing every mob in their wake?
  • elminsterelminster Member, Developer Posts: 16,317
    edited November 2014

    Do the Bard songs stack if you run a party with several of them? Like, could three Warriors with three Skalds behind them just go around gibbing every mob in their wake?

    Yes their songs will stack.

    Post edited by elminster on
  • StormvesselStormvessel Member Posts: 654
    elminster said:

    Do the Bard songs stack if you run a party with several of them? Like, could three Warriors with three Skalds behind them just go around gibbing every mob in their wake?

    Yes their songs will stack.
    Well, I guess that explains why letting Bards attack and sing would be insanely OP. A party full of Skalds would tear through the game pretty easily.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,754
  • GoturalGotural Member Posts: 1,229
    Yes I can confirm that they do not. I made a test with a party of two Skalds and one Monk, and no matter what, only one song could affect everyone. But I can also confirm that clones can still sing !
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