Swords & Wizardry Light - Forum

Wednesday, January 4, 2012

Building a Better Bard - LotFP Weird Fantasy Style - Part 2 - The Skills

Because We All Know This is What The Bard
Will Look Like After a Few Failed Castings
You can't have a proper Bard without proper bard skills.  Here's the list I'm looking at (more or less) for Lamentations of the Flame Princess's Weird Fantasy RPG (now I know why I always abbreviate that).

Lore - The chance to know some of the history of important / magical items.  This isn't the same as the Identify spell we all know and love / loath.  As magic items are relatively rare in the default assumed Weird Fantasy setting, all will probably have a fairly unique history.  While knowing the history may certainly hint at the items powers, it shouldn't spell them out.

Inspire - This is a powerful ability, especially in a system that only allows fighters to increase in combat ability.
I'd say:
 +1 hit / +1 saves (never increases)
 - 5 rounds per pip
- 10' radius per pip
max persons effected - 1 pip=1  2 pips=2  3 pips=4  4 pips=8  5 pips=16  6 pips=32  (yes, at high levels they can possibly turn the tide of a closely matched, fairly large scaled, battle).

Performance - Work crowds for pocket change / food / beer lodging - the greater the success, the better the results.  Would also be used for Sleight of Hand and Picking Pockets

Charm Fascinate - I'm thinking of a Sleep like effect, but the the targets are sleeping standing up.  Or I just steal the Fascinate spell from another ruleset.

Read Languages - They are Bards after all.

Anything I'm missing?

Building a Better Bard - Prelude

Part 1- Spell Casting

Part 2 - More on Spell Casting




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