morbein wrote:Hello! I would like also to chime in and add that from a playing-the-class point of view, they need something that makes them a more valuable team asset than they currently are and a few spells that enhance both their party and themselves, more specifically...
Morbein
I agree with almost everything that you posted and think that perhaps we should think of this as what, "role" bards are supposed to play in their groups. Absolutely the class can be improved upon but as stated they are supposed to be a jack of all trades. They have some fighting ability; can heal in a pinch when a cleric us unavailable; pick locks with a decent reflex save when they set off the trap if a rogue is unavailable; cloak themselves for scouting and corpse retrievals. I would say that all these things are quite useful to a group, as the bard can play filler in a variety of situations.
If a clearly defined role is needed for the class I would say it should be in the form of, "crowd control". Charms, holds, dances ,etc. I'm still a very young bard but I know that these things are already in play. Does it not seem enough? The class should be tweaked in such a way that no other can come close to it in this regard, if that is not already the case, be it thru song, ability or learned spells. Extra feats as you suggested would make all the difference. Increasing the duration, making them harder to resist, increasing the number of songs, increasing caster level, etc.
These are the roles I see roughly being played. However, other minor roles are possible depending on spells, level and feat selection:
Clerics - Healing, wards and group enhancements, raising dead
Wizards - Damage, wards and group enhancements, utility, tanking (at a certain level with appropriate wards)
Fighters - Tanking, damage, survivability
Thief - Anti personnel circumvention, scouting?, damage
Bard - Utility, group enhancements, masters of crowd control