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The Complete Bards Handbook: or, What is Class?

Via Medieval Life & Times
2127 PHBR7 The Complete Bard’s Handbook was released in April of 1992 and was designed by Blake Mobley. I know that a small, but very loud group of people think that Bards, as written in the AD&D system, are the best class ever written in the history of the written word; to those gentle readers, I suggest that you click away as I am not remotely in that camp. Those who continue reading this, you have been warned.

Despite what the title of this post says, I'm not really going to review this specific book. I have never owned it, and am never going to. I had once borrowed seen a copy and the thing is just so counter to everything that I believe that a good product should be that I wouldn't even know where to begin. If you were expecting a grade, I think that you can connect the dots. This title has been used as evidence that by 1992, the life-cycle of AD&D was already over; that statement isn't true, but this is a horrible book in every sense of the word.

I have no idea what TSR was thinking; logically The Complete Race Handbooks should've been completed before scraping the bottom of the barrel, if we have done anything here we have already established that TSR executives had no idea what they were doing.

WHAT IS A BARD?



The AD&D bard can fight, do some thief skills, and cast spells, the catch is that he isn't very good at any of this. He can't hit, he can't steal, and he can't control his spells. One should never play a bard, and instead focus their attention on specializing in one skill set, only then do you offer anything to the team. As the bard sits, I hire them when we are dealing with mass combat, or using the morale system; THAT is their specialty. That also doesn't make for a very interesting character.

WHAT DOES CLASS MEAN?

Here is the deal, you make a fighter, or a thief, or a wizard: have him learn how to play the harp, you've got a bard. The other Complete Class Handbooks were about taking the templates and skills of a set class and using them to define what a character is, not based upon their chosen class, but upon the identity of the character itself.

Bard isn't the best example, so we'll instead examine the Druid: as it is laid out in the "2nd Edition Advanced Dungeons & Dragons Player's Handbook". Once you look at the entry, and read the decription, you will notice that this really isn't a class at all! It clearly defines all of the skills that specific character gets per level, as well as listing all of the requirements that must be met beyond just gaining XP to actually level up. 
The Druid is a poorly labeled example of what a cleric should be, something very specific to the character that the player is using. Something unique that is only based upon the class system itself.

Now, we look at the Paladin or Ranger and I think that we see the same thing going on. None of the Sub-Classes are true classes, but examples of blending ideas together. This begs the question, are we supposed to be blending?

WHAT IS RACE?

Another example: The Barbarian, this isn't a class either, but a race of people. The template assumes that the Barbarian is a Fighter, but honestly, a barbarian can be a cleric, a thief, a whatever. Barbarian doesn't define his skill set, it defines his background.

Things got really muddied once many of the Original Dungeons & Dragons classes became races, the elf could multi-class now, he could be a Fighter/Thief/Wizard which is all fine and dandy at lower levels of play, but once the other players are fighting dragons, this guy has to hide in shadows because he's been playing 3rd level for the last eight years.

The very concept of Race is strange now, the player who chooses to play a demi-race gains all of these special abilities, but they never improve; the only thing that improves is their skills dictated by class. 
There really isn't anything special about them anymore. An Elf used to be able to pick at the beginning of each session if he wants to play as a Fighter or as a Wizard, the Dwarf was a much sturdier fighter than the one that we have now; he's been lost among the other demi-races and in regards to mechanics, there is nothing really all that unique about dwarves anymore.

CLASS AS A JOB DESCRIPTION

Via: Pinterest
Is class our job? Do the things that we are good at define who we are as characters? I have always just assumed that Fighter or whatever was nothing more than a job. A character that is really good with a specific skill set. 

We can choose to play a fighter by the book, but even playing it core to the rules it doesn't really define us as characters, it just defines how our characters progress if we survive. How we define our characters is still up to us. That is what makes the fighter class so solid.

Somewhere along the lines, class attempted to define us. It got really bad with later editions, so bad in fact that the language changed. A player was no longer a Fighter but a Demon Slaying Doom Lord, or what have you, whatever they called themselves it was so precise and well-defined that one must ask if that is even truly the player's character or just some definition that they read in a book. 
The idea of Min/Maxing and Powergaming is not a new concept, it happened right away, but to set it at such high levels that you can't even identify the basics anymore implies that something, somewhere, was lost in translation.

How far should we be going to blend classes? Does it change the language when we do it? If we make the connections laid out for us in the Players Handbook, we can use these strict examples of what somebody at some time did to make a character unique to them, and apply it to our games. And, we don't need a supplement or splat book to do it either.

 AN EXAMPLE:
One of the things that have always irritated players the most is the Battle Mage, or why can't a wizard pick up a sword. . . Gandolf used a magic sword, I want to too!

Well, lets first identify our Battle Mage as not a wizard at all, but as a fighter. We'll place limits on the mage's spell abilities by stealing the Ranger's spell progression, but instead of cleric spells, he uses wizard spells.

We'll also borrow the XP charts from Paladin/Ranger and apply them to our Battle Mage, and DONE!

If the battle mage wants to cast a spell that requires free movement, he can't be wearing armor; he has to decide if taking it off is worth it or not. We can also stipulate that the only sword a battle mage can use is a magical one, all normal swords interfere with his spells.

The battle mage can't specialize in weapons, but he can become proficient in their use and must use the Wizards Proficiency chart of progression instead of the Fighters.

via pinterest
You get the point; if we put enough thought into a specific idea, we can tailor it to actually identify what the character is. We just have to figure out which rules to use to keep this character fair for the world which we created it for. A real mage is going to be able to cast more spells, and a real fighter is going to be more dangerous, but the Battle Mage pays for the privilege of being both.

If we take this logic and apply it to the bard, we see that that is exactly what happened. In order to be an effective character, one must play a bard for a very very long time, even longer than a wizard except that low level wizards, while fragile, don't suck.
If we ignore the bard, and instead set out to make a character that better suits what we want to play; say, Will Scarlet, we can accomplish this goal better by the player and the DM sitting down and designing this character and agreeing on a set of rules and limitations that apply to him as an individual.

Bilbo never considered himself to be a burglar, Conan wasn't just a barbarian, Robin Hood was not a thief, these were just things that other people called them. They were all special cases, and this can transfer over to our game.


THEN YOU HAVE THE BARD'S HANDBOOK

This book, I feel, endorses a lie. It takes a misconception and instead of clarifying it, gives it flesh and blood and perpetuates it. Yes, it has some new things in it, but once again, why are we getting an entire book made for a couple of good ideas? Of course the answer is that TSR wanted money and they made poor Blake Mobley waste his time writing garbage that offers nothing to the hobby itself. This description fits much of the products that are published, good ideas are hard to come by, I get it; but does that really mean that we have to lower our standards in order to feel like we are succeeding? Well, it probably does.

With all of this said, I can perhaps skip reviewing the Complete Sub-Class Handbooks altogether, and I no doubt will. Books like this one are what irritated me at the time, and still give 2e a bad name. People remember the system for garbage and dirty tricks and forget the good stuff, the great ideas that came about in the 90's. We DMs of the period ignored the titles we didn't like, and if we were suckered into buying books like this, most of us left those things where they belong, on the shelf, collecting dust and holding the bookcase down so that it doesn't float around the room.



Medieval Life & Times: Bard

A special thanks to Mormonyoyoman from the Ruins of Murkhill Forum for inspiring this change of direction. If you experience any problems, blame him.


I've been chatting with Redditer Southsamurai on r/dungeonsanddragons

I would love to play a Bard as described in  Lloyd Alexander's children's fantasy series, The Chronicles of Prydain. That should be what a bard is, and I think that all you'd need to make it happen is to create a magical harp like Fflewddur Fflam's


This post first appeared on Advanced Gaming & Theory, please read the originial post: here

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The Complete Bards Handbook: or, What is Class?

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