Difference between revisions of "Bard Combat Abilities"

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'''Armour.''' With regards to [[Armour List|armour]], bards have restrictions and can only wear [[Padded Armour|padded]], [[Leather Armour|leather]], [[Studded Leather (armour)|studded leather]] or [[Chain Mail (armour)|chain mail]].  Other forms are not permitted.  Also, bards cannot utilise [[Shield (armour)|shields]] or "great" [[Helmet (armour)|helmets]], though ordinary helmets and [[Skullcap|skullcaps]] are permissible.
 
'''Armour.''' With regards to [[Armour List|armour]], bards have restrictions and can only wear [[Padded Armour|padded]], [[Leather Armour|leather]], [[Studded Leather (armour)|studded leather]] or [[Chain Mail (armour)|chain mail]].  Other forms are not permitted.  Also, bards cannot utilise [[Shield (armour)|shields]] or "great" [[Helmet (armour)|helmets]], though ordinary helmets and [[Skullcap|skullcaps]] are permissible.
  
 
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== Missile Combat ==
  
  

Revision as of 19:11, 23 October 2023

Bard Combat Abilities.jpg

Bard combat abilities are less prolific in combat than the balance of characters, and so bards often act in support roles when fighting; excepting their THAC0 shortcomings, they have a decent selection of weapons so that they're at least diligent combatants. Bards are able to employ magic items that are normally employed by fighters and thieves.

As they are usually lightly armoured and short of weapons, they move quickly over a battlefield, which grants versatility as a support character. Between rescuing other characters and lending their martial support through voice and song, they can also provide an effective ranged combat occasionally.

Hit points. Bards acquire additional hit points as they advance through levels by rolling a d6. At 1st level, player characters are assumed to have rolled a "6" on the die, starting with "maximum" hit points. Bards also receive hit points based on their body mass, determined by the Dungeon Master's roll.

Weapons Available to Bards
Weapon Damage # of Hands Break Chance Attack Form
club 1-6 one 1 in 4 hand-to-hand, hurled
dagger 1-4 one 1 in 6 hand-to-hand, hurled
dart 1-3 one 1 in 6 hand-to-hand, hurled
javelin 1-6 one 1 in 6 hurled
quarterstaff 1-6 both 1 in 6 hand-to-hand
scimitar 1-8 one 1 in 6 hand-to-hand
sling 1-4 both 1 in 6 hurled
spear 1-6 both 1 in 4 hand-to-hand, hurled
sword (broad) 2-8 one 1 in 4 hand-to-hand
sword (short) 1-6 one 1 in 6 hand-to-hand

Weapons. They only start with two proficiencies, and only gain a new proficiency every 5th level after 1st: at 6th level, 11th, 16th and so on. A bard's penalty for using a non-proficient weapon is -4 to hit. They are limited to the weapons on the table shown.

Armour. With regards to armour, bards have restrictions and can only wear padded, leather, studded leather or chain mail. Other forms are not permitted. Also, bards cannot utilise shields or "great" helmets, though ordinary helmets and skullcaps are permissible.

Missile Combat

The table below gives ranges for the bard's missile weapons. Weapons thrown or fired at point blank range are +1 to hit. There is no adjustment at short range. Medium range gives a -2 penalty, while long range gives a -5 penalty.

Missile Range in Combat Hexes
Weapon Point Blank Short Medium Long
club 2 3-5 6-7 8-9
dagger 2 3-5 6-9 10-12
dart 2 3-5 6-10 11-15
javelin 2 3-9 10-18 19-27
sling 2-13 14-25 26-37
spear 2 3-6 7-12 13-18


See Weapons List