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Yes they usually need to drink to get "spell points" (even though there are a few other perks that give spell points too but a little later in the game) but don't worry, you almost don't need booze outside fight and you will soon be able to produce your own so it's not a problem.
Plus, their spells sound wild!
Some important points related to Bards, Spell Points and general resourcing:
- First off, yes, at least early on in the game, Bards need to drink to gain spell points and stacks of "drunk", which unlocks extra effects for their skills.
- To drink in combat and gain spell points, the Bard needs to have a Tankard trinket equipped, and there must be booze in the party inventory. The bread-and-butter alcohol in the game is called Trow Squeezin's, and you'll never, ever run out even in Legendary where you're drinking many times per encounter. Every Bard can craft Trow Squeezin's as a base skill, and the recipe is 1x water + 1x rotted food = 5 bottles. You'll have more than you could ever want, even if you drink every combat round - don't get too tipsy! ;)
- Trow Squeezin's and the components to craft/brew 'em are available at every tavern in the game, and are very common drops from crates, barrels, and monsters. There are other, strategic types of booze you can craft and buy with varying effects. There is only one type of booze that is truly "rare" - it is extremely powerful and should be reserved for the toughest fights in the game, just like the most powerful healing and buff potions, which are rare/expensive.
- One of the Bard's primary skills is a shield for players that also heals with a few stacks of drunk. This is your primary damage mitigation skill in the game. Without it, you're going go be going through healing consumables (potions and food) like crazy, and you'll soon be short of healing, both in-combat and out-of-combat. Using the Booze consumables and a Bard with shield/healing is very important.
- As you advance in the game, there are many other ways for Bards - and other classes - to gain spell points. Keep an eye on the skill trees for spell-point generating skills. NB that a paladin with Chant (Cleric tree) and a War Horn will give the whole party spell points every turn, and the Jester's Cap grants a Bard spell points every time she/he takes damage. That's just two of many spell-point generating mechanics. Finding these skills and gear and getting them working in concert optimally can be extremely powerful.
The static/limited resources in Bard's Tale IV puts people off at first, but don't forget that combat encounters are also static/planned, and the amount of resource in the game is (generously) balanced against the number of possible combat encounters.My last Normal-difficulty playthrough, I think I had about 200 bottles of Trow Squeezin's left at the end of the game, and enough components to make hundreds and hundreds more. There are likely more than enough in the game to have *2* Bards, and drinking literally every round of every encounter. I'd say make a Bard, dive in, and bottom's up!
I think the Cleric chant is bugged as you can use the skill without needing a censer, so it's great with a war horn if you're trying to keep a couple of mages topped up. Note that mages under the effect of the censer cannot meditate or summon, so there are trade-offs.
But why will a warhorn give spellpoints? Because you first click sconsor and than warhorn? So it would be like if everyone has a scensor?
I... have to dispute this statement a bit, though. I had two bards as well. Granted, I've really been liberal with drinking booze on a massive scale on my second playthrough, and I might not have found/searched for every last drop of booze or ingredient for booze, but I'm pretty sure I did for 90+%... and yes, I ran out of booze, on the DC/Haernhold.
Of course, if you're more conservative, you might get through it without a booze-shortage, so I'm not saying you're wrong in every situation. Only that it's quite possible to fall without booze in the DC, if you take a liberal approach on "boozing" with two bards.
I think the "just drunk enough" abilities could have been implemented better, to make this more engaging. It's a trickle-down problem from the decision to force the 4-slot masteries.
Well, every character/profession has his own thing, I sort of like the variation in one's party.
I have heard others complain about finite consumables (to get buffs/etc.) and finite enemies (no eternal grinding thus), but... that's just the way the game is conceived. You either like it, or you don't, but it is what it is, and it was meant to be like this. Yes, it deviates from a plethora of other RPG's (especially ARPG's) where you have no qualms in doing whatever for as long as you want, since stuffing yourself and grinding is endless. For a MMRPG I can understand this POV - you can't provide finite consumables and enemies for millions of players, after all - , but there is no reason why *all* RPG's should have it. In a sense, it's quite unrealistic, and often game-breaking unless you put a hard cap on it, and also.... it's often tedious (imho).
I actually like the concept of NOT having infinite resources; it makes for a far more tactical decision-making.
Yes, sometimes, if you gauged it wrongly, you get in trouble with it, like me in the DC for the Haernhold dungeon: with two bards having royally drunk loads of booze on every opportunity, I fell out of booze.. but that was mainly my own fault for not optimizing for it - and for having passed the point of no return when I entered that dungeon, so searching (or replenishing the ingredients) for it wasn't possible anymore.
With one bard, or even with two if you optimize for it and make loads of booze with ingredients you find before "the point of no return", you'll never end up without enough booze. I've even heard of playthroughs with 6 bards, and they succeeded as well (though I guess you'll need to be very tactical about drinking booze, then).
.... that you have found ;)