Bagpipes [Archive] - Wizards Community

Post/Author/DateTimePost
Aryxbez

12-19-06, 05:36 PM
I notice I don't see anything on the bagpipes in D&D.
I want bagpipes mosltly for a bard character or something

Also what bonus to bardic song abilities would it give? following the
rules in completer adventurer, that masterwork instruments give bonuses
to the bards bardic song ability.

Also It is my most favorite instrument next to the organ
(giant piano like instrument)

So any thoughts?
draconic_swine

12-19-06, 05:44 PM
By the core rules, there are only two rules related to instruments: (1) You need one to make a Perform (insert instrument here) check, and (2) Making the instrument masterwork provides you with a +2 bonus to Perform checks with that instrument. What instrument you play is merely flavour.

As for the stuff related to Complete Adventurer, I have no idea. Somebody with the book will have to help you with that.
rphair

12-19-06, 05:47 PM
Well, if it were up to me, I'd say go for it. I don't think bagpipes would be any better or worse than any other instrument, so just give yourself the normal +2 circumstance bonus for using them. Just like most instruments, properly playing bagpipes requires two hands, so you won't be doing anything else while you rock the pipes.

I've seen bards play all kinds of things that aren't typical medieval instruments (one guy in our current campaign has a bard character as a backup who's basically an old blues player, and uses a harmonica, and my bard character's lute is black and has a whammy bar), and since you're not asking for any special bonuses, I really don't see any problems with bagpipes.
Aryxbez

12-19-06, 05:56 PM
thanks, but what types of bonuses to the bardic song would it give?

since masterwork instruments in the completer adventurer give minor bonuses
to the bards song abilities like raising the damage bonus on one of their songs

So I what types of bonuses to the bardic songs would you think to give?
Ogre4Hire

12-19-06, 11:11 PM
Personally, I think it ought to give bonuses to Intimidate or Fear spell/effects.:D
Aryxbez

12-19-06, 11:19 PM
Originally posted by Ogre4Hire
Personally, I think it ought to give bonuses to Intimidate or Fear spell/effects.

That is good idea, but I don't think the bard gets any fear affect songs
Themightybiggun

12-19-06, 11:31 PM
Unfortunately, as sweet as they are, bagpipes are just another instrument. So, no extras to anything that any other instrument would give (unless Masterwork, in which case, same as any other masterwork intsrument)

I once had a human bard named Bond Scotts who played the bagpipes and sang,
unfortunately, his skill in the pipes far outweighed his vocal abilities...in the neighborhood of 19 to nothing.

Hehe,


R.I.P. Bon Scott.
Aryxbez

12-19-06, 11:45 PM
Well you see, using the rules in Completer adventurer, which masterwork
instruments give bonuses to certain types of bardic songs

So I was wondering what bonuses it would give and to what songs

Unless noone has read that part in the completer adventurer, I don't really
care to hear the ol repeated it is just a normal instrument.

sorry for sounding mean, seems noone is reading my first post all the way
jaelis

12-19-06, 11:51 PM
I'd just use one of the benefits stat'ed there for simplicity. I lean towards drums myself... bagpipes seem pretty thundering to me, kind of like drums. Horns would be another choice.
Themightybiggun

12-20-06, 12:20 AM
Now you've gone and made me look foolish!

I'd never even seen those little additions...*muses*

I'd go with the horn bonus. To the scots, they were a rallying tool and inspired courage to fight on simply for their land.
dengarbountyhunter

12-20-06, 12:34 PM
Weeeeheeee! I play highland bagpipes (okay, I started one year and a half ago, but I'm still a bagpiper, ain't I?) and your thread kinda... got my attention. Taorluaths, grips and tachums have no secret for me!

I have Complete adventurer, and I agree that it should have something similar to the horn for specific instrument bonuses.

Well, it depends in fact on which kinds of bagpipes... Scottish Highland bagpipes? Definately horn-like. Irish Uillean (sorry for the spelling) pipes? I'd give those the pan pipes bonus. Greek, Mesopotamian, Italian* bagpipes? I can't help you with these ones...

*Despite being almost only played in Scotland NOW, bagpipes were pretty popular in many cultures and probably didn't even originate from Scotland.
Aryxbez

12-20-06, 03:21 PM
I would say your sterotypical Scottish bagpipes

good to know they were made differenlty

So it should havd a mix of bonuses from the horn and drum?
Zodiaq7

12-21-06, 09:57 PM
Weeeeheeee! I play highland bagpipes (okay, I started one year and a half ago, but I'm still a bagpiper, ain't I?) and your thread kinda... got my attention. Taorluaths, grips and tachums have no secret for me!

I have Complete adventurer, and I agree that it should have something similar to the horn for specific instrument bonuses.

Well, it depends in fact on which kinds of bagpipes... Scottish Highland bagpipes? Definately horn-like. Irish Uillean (sorry for the spelling) pipes? I'd give those the pan pipes bonus. Greek, Mesopotamian, Italian* bagpipes? I can't help you with these ones...

*Despite being almost only played in Scotland NOW, bagpipes were pretty popular in many cultures and probably didn't even originate from Scotland.

They actually originated in China and travelled west. They were brought to Scotland, not unlike venerial disease, by the Romans. Just a historical hoot for you. As far as the actual topic of this thread, you could give masterwork pipies the opposite effect of an instrument, therby giving them a "de-buff" effect to a bard's enemies. Or as they are one of the most beautiful instruments on the planet, maybe rasie the bonus by one, or double it?
Aryxbez

12-22-06, 11:19 AM
Truth to that man,

Also I like the debuff idea, so what would you suggest that it debuffs?

my guess is gives foes -2 atk rolls and will saves

or it gives allies +2 extra to attack and damage rolls using Inspire courage
Zodiaq7

12-22-06, 11:52 AM
I would say an effect not unlike Crushing Despair, or if you go the plus route, double the bonus for things like inspire courage. I thought breifly about it being tied to alignment, but that would almost be deifying an instrument, and that's not a good thing. Oh, maybe instead of the despair thing, all enemies within a certain range make a will save or become shaken, broken, or dazed?
Aryxbez

12-22-06, 02:51 PM
Actually doubling the bonuses of inspire courage is a perfect idea!

Also how about it doubles the effects from inspire greatness as it's second ability?

so what does everybody think on the second ability idea?
or do you think it shouldn't get a second ability since it has a more stronger
ability than the other instruments? Since the other instruments only buff up
other songs minorly
Zodiaq7

12-22-06, 06:33 PM
Good on ya'! I like it. Now, the only question I have to answer is what race this would be the most humorous with.
Aryxbez

12-22-06, 09:06 PM
Originally posted by Zodiaq7
Good on ya'! I like it. Now, the only question I have to answer is what race this would be the most humorous with.

Thanks, I would say probably gnome or halfling or elves since it is unexpected
Archangel62

12-23-06, 04:24 AM
There are the bagpipes of the damned in Libris Mortis...
mrpopstar

12-23-06, 05:14 PM
Aryxbez:
Actually doubling the bonuses of inspire courage is a perfect idea!

Also how about it doubles the effects from inspire greatness as it's second ability?

so what does everybody think on the second ability idea?
or do you think it shouldn't get a second ability since it has a more stronger
ability than the other instruments? Since the other instruments only buff up
other songs minorlyI believe doubling the ability of Inspire Courage is a hefty augment. The secondary ability seems imbalancing. I would also recommend you add that the playing of masterwork bagpipes to double the effects of Inspire Courage is effective only while the instrument is being played (much like the horn). :)

Just my :twocents: .
Vegepygmy

12-23-06, 11:04 PM
I notice I don't see anything on the bagpipes in D&D.
I want bagpipes mosltly for a bard character or something

Also what bonus to bardic song abilities would it give? following the
rules in completer adventurer, that masterwork instruments give bonuses
to the bards bardic song ability.It's 3.0, but Song and Silence had an entry for bagpipes. They could "produce an unearthly wail that imposes a -1 morale penalty on the listeners' saving throws against fear effects. This is a supernatural, mind-affecting ability."
Aryxbez

12-23-06, 11:30 PM
thanks mrpopstar I think I will use the doubling of inspire courage

although I don't think it is balanced compared to the other instruments

If so, what you suggest to balance out the other instruments?
SkullsForKhorne

12-24-06, 04:16 AM
Actually doubling the bonuses of inspire courage is a perfect idea!

Also how about it doubles the effects from inspire greatness as it's second ability?

so what does everybody think on the second ability idea?
or do you think it shouldn't get a second ability since it has a more stronger
ability than the other instruments? Since the other instruments only buff up
other songs minorly

Sounds ok to me, though if he tries to play "DA YA THINK I'M SEXY", I think he should have to pass a DC20 fort test to avoid passing out.

......and if you get that reference you've just earned points on my scoreboard!
mrpopstar

12-25-06, 01:38 PM
Aryxbez:
thanks mrpopstar I think I will use the doubling of inspire courage

although I don't think it is balanced compared to the other instruments

If so, what you suggest to balance out the other instruments?Stipulating that the doubling effects can only be accessed while the instrument is being played (with no lingering effects after the bard stops playing) is a balancing factor, considering the bard is out of commision save his contribution of a doubled Inspire Courage. Once he decides to attack, cast a spell, access a magical device, etc., his doubled inspire courage ends.

If 'balance' really concerns you, VEGEPYGMY cited a great capability more in line with the other instrument's effects. :)

Vegepygmy:
It's 3.0, but Song and Silence had an entry for bagpipes. They could "produce an unearthly wail that imposes a -1 morale penalty on the listeners' saving throws against fear effects. This is a supernatural, mind-affecting ability."Nice!

I forget all of those 3.0 supplements even exist sometimes. :)