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The Price of Power

A Treatise on the Perceived Combat Superiority of Spell-Using Bards

by Lord Aurec Gyldanhand, A.C., M.V.


The Price of Power

There have been many discussions and heated debates in recent years regarding the seemingly unfair advantages of bards (and to a lesser extent, rangers) over warriors and rogues due to the ability to learn spells. At particular issue is the presumed ability of a bard to equally double-train in weapons and combat maneuvers (as can a warrior) and yet have access to AS enhancing spells such as True Strike and Kai's Song, arguably turning the bard into the most powerful profession in terms of raw attack strength.

On the surface, that concept may indeed seem somewhat disturbing and it has at times served as the basis for systematic persecution of the bardic profession. But what is the price of that power, and more importantly, how attainable is it?

In order to answer these questions, side-by-side comparisons were made for the primary combat professions with regard to basic combat and viability costs.

Basic Combat
For "standard" combat training, it is assumed that each profession would train in the following each year in spite of diminishing returns: 1 Shield, 2 Edged and 2 Combat Maneuvers. (Armor skill has a varying maximum and will be handled under viability costs.) All things being equal, we have the following:

Basic Annual Combat Costs
Profession Physical Mental
Warrior 20 12
Rogue 24 18
Ranger 31 12
Bard 41 12

Factoring spell potential into the picture gives us the following costs and approximate frequency of spell gain:

Basic Annual Combat and Spell Costs
Profession Physical Mental Spell Cost Frequency
Warrior 20 32 160 1 in 8 years
Rogue 24 38 80 1 in 4 years
Ranger 31 44 32 Yearly
Bard 41 36 24 Yearly

We will presume that most warriors and rogues will choose to not learn spells.

Rogues who regularly learn spells would not be expected to know True Strike (425) until about level 80, giving or taking a few years for specific training investments. The average lifetime value of that spell amounts to roughly .3 AS per year (+25AS at a cost of 2000 mental points, or 80 points per +1AS), which is not considered an efficient training choice.

Bards and rangers may only learn one spell per year since doubling is prohibited for those professions. In the case of bards, maximum AS enhancement requires training 75 times in the Minor Elemental and 19 times in the Bard spell circles. This results in a maximum +70AS over the course of 94 trainings, amounting to .7 AS per year at a cost of 2256 mental points or +1AS for every 32.2 points spent. Proposals that a bard can save training points by skipping a spell every other or every third year would push the levels required well into the hundreds, turning the concept into a rather empty argument.

By direct comparison, a warrior hypothetically triple-training in edged would gain a minimum of +1AS each year, restricted only by age. The 12 annual training points (8 physical and 4 mental) if tripling were permitted have been argued as too expensive even though they are roughly a third of the bard's per-AS expenditure, which is generally considered a mere nuisance for the spellsinger.

Viability
Next, we will look at basic viability costs. Over the course of a character's first 30 years, it would be reasonable to expect a need to train in some minimal skills regardless of profession, guild or societal affiliation. We will presume that without these skills, a given character may not have adequate access to prime hunting areas or meet with significant difficulty in overall advancement. For our discussion, the traditional skills considered basic for effective character survival are:

  • Armor - 8 ranks, or twice annually for warriors
  • Climbing -10 ranks
  • Swimming - 10 ranks
  • Perception - annually
  • Physical Training - appx. 25 ranks, and
  • First Aid - 10 ranks
Ranked by profession and averaged over 30 years, the costs are as follows:

Basic Viability: 30-Year Total and Average Costs
Profession Physical Mental Avg. Physical. Avg. Mental
Rogue 129 70 4.3 2.3
Ranger 192 120 6.4 4.0
Bard 265 140 8.8 4.7
Warrior* 310 130 10.3 4.3 * Includes extra armor

When added to the basic combat requirements above, we have an annual cost for each profession during the first 30 years:

Total 30-Year Training Costs, Per Year
Profession Physical Mental Total
Warrior 24.8 16.3 41.1 (8 ranks armor, for comparison)
Warrior 30.3 16.3 46.6 (with extra armor)
Rogue 28.3 20.3 48.6
Ranger 37.4 48.0 85.4 (with spell)
Bard 49.8 40.3 90.1 (with spell)

In terms of basic combat and viability costs, the warrior is still the cheapest profession in terms of total training points (46.6), even after a hefty requirement of constant doubling in armor. (For straight comparison, a flat 8 ranks of armor would have a yearly cost of 41.1 points for the warrior, or 15% less than an equally-trained rogue.) The bard weighs in with a staggering 90.1 training points for basic combat and viability, almost double the cost for the warrior.

Remember also that these costs come before secondary specialization in such skills as alternate weapons, ambushing, picking, disarming, scrolls, mana share, etc. Professional affinity and player choice (which ultimately decides profession) will determine how these points are best spent for a given character. One might argue that training in spells is in itself a secondary specialization for the bards and rangers, but the premise of this discussion considers the spells to be primary requirements for those classes.

Many rangers will sacrifice a spell to pick up secondary skills, but as mentioned previously, the AS-optimized combat bard does not have that luxury and would have no secondary skills to speak of.

Training
This all has presumed that the 50 physical and 40 mental points the spell-based combat bard needs for basic survival is even possible. Warriors can stack their highest numbers on unused mental stats and wait for the physical side to grow as they train, but the situation is a bit more complex for the bard with primes in Aura and Logic.

A bard's fastest-rising stat is often Charisma, with gradual increases in Aura, Constitution, Strength and Intelligence. Even with a fantastic 660 roll, the placement needed to get close to the required 50/40 training point mark would be similar to: DI RE AU ST DE CO WI LO IN CH. This strategy would tend to inhibit growth in the lower stats and cause premature capping in the higher ones, such as Aura. The low Logic and Intelligence would also have a negative impact on experience capacity and absorption, slowing a limited growth potential even further.

The Price
What is the price of power? A perfect set of numbers with perfect placement is the start, taking days or perhaps even weeks to satisfy an incredibly demanding training requirement for a character that would age slowly and inefficiently. It means having no errors in training and no secondary skills for at least 30 levels, single-training at best on the side when the fractions of points accrue to allow it. The first 50 or 60 years would be the toughest, so hopefully you're strong-willed and can fight the frustrations that go with a 100-year long haul. Add to that the general hostility of other players believing that you're openly trying to abuse the game mechanics, which would reduce the number of people willing to assist you along the way. It's a long, slow journey, and if you do manage to get to the end of the road, there's no guarantee that the advantages you trained for will even be there.

So, yes, it's possible that a bard can have the highest combat strength in the lands. It's possible, but also highly improbable. Unfortunately, the detractors fail (or flatly refuse) to see the distinction and have prompted a series of revisions and downtweaks that have plunged an entire profession into mediocrity.

The price is great, the power is elusive, and the sad result is persecution.

Respectfully submitted,

Aurec Gyldanhand


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© 1998 by Jeffrey Harmon. All Rights Reserved.