I'll chip in a bit since bard is my all-time favorite class in any given D&D setting (especially Dark Sun, where bards also happen to be masters of poison) and I've been devising ways for changing/improving the guild in my spare time over the years.
Things that should stay as is:
- ballads and epics, those are really great. Ballads could use some slight facelifting but the idea of communicating over great distance through music is overall great, especially that it's not your standard <tell someone something> but rather <try to express something and hope others will understand>. Epics are great for character-background purposes.
- idea of selecting your muse and instrument, although I'd move Minstrels to Calia because of all the Ancient Greece theme in there (even muse names are taken from Greek mythology).
Things that should change:
- skills. They are pretty confusing (read music, playing, singing, tune/repair instrument), because there's no information on which skills actually affect your performance, if there's any difference between singing, playing and performing (playing + singing) etc. tune/repair instrument seems pretty straightforward but in the help files it mentions that it also affects the effect of your songs? Read music is strange, maybe it was used more when you had to copy songs from other players, right now you can successfully copy songs of power to your book with superior layman read music (why then have it to superior guru?). This should be reviewed and cleaned up in my opinion.
Another thing is that the only actual skill Minstrels get is language. It is understandable but really? Just that? In all the books/settings bards are your jack-of-all-trades guys, always useful on the team because they can fulfill any role (none particularly good though) so if you're lacking a rouge or a wizard the bard can fill in the gaps. Skills I think would go well in the guild (guild skills excluded):
must have:
language - superior craftsman (as is)
spellcraft - superior craftsman (for mana recovery and representing some knowledge of the arcane)
optional:
pick pocket - superior acolyte
acrobat - superior acolyte
appraise skills - superior acolyte
And that's it, I don't think they need any combat-related skills and the above are all that's really needed.
- songs and powers:
a) auras, in the form of passive buffs for the team, work all the time, can be switched at will (but it takes time for an aura to expire and another to "set in", to prevent abuse), as bard progresses in the guild he'd get access to more auras to choose from. Some sample auras:
- restoration aura (hp, mana and fatigue healing rates improved)
- heroism aura (increased discipline, panic recovery, resistance to fear effects)
- battle aura (slightly increased speed, damage, chance to hit etc.)
I think that those could be introduced through "hymns", a minstrel can perform a hymn and he gets the aura. Others who team the minstrel notice that he's exuding this aura which is uplifting for them as well.
b) songs, those would provide the more immediate and pronounced effects (the auras would provide only a very minor boosts):
- healing
- damage
- stun (or blind maybe, like the old Disciples)
- bolster (buff)
- dismay (debuff)
- titles. Personally I think that Minstrels have quite awesome titles but I'd love to see 2 more options added:
1) good/evil titles (Master of Discord instead of Master of Harmony for the evils for example, it's funny to see Bestial Soldier of the Army of Doom and Most Honored Doctor of Harmony)
2) selectable short title (simply Bard/Dark Bard instead of your usual title, in lieu of the "selectable guild titles" thread)
Just my 2cc.
Bonus:
