There are no bards in OSRIC 3.0, at least, not yet.
The bard is turning out to be a bit controversial these days, and some groups don't like them because they weren't part of the original game. They do not add much to a traditional "dungeon crawling" party, nor do they support the classic "fighter, mage, thief, cleric" holy quadrology. Also, bards tend to attract the wrong type of player, the "spotlight hog" who ends up wanting to RP for everybody and who takes over every social interaction between the party and every NPC in the world.
If you have the best social skills, charmiest charms, and have the highest chance to "get through the required social skill rolls" part of the adventure, why not just lean on the bard some more? Social skill rolls and giving one class "all the RP skills" were among the worst additions to the game, as they siloed all RP in the game's only "diva" social class.
You can even make people do whatever you wish, even without their consent. It is a great class for Hollywood casting-couch types. Seriously, the amount of mental manipulation they give most bards in most games makes them the sleaziest character class ever written, and I would trust a thief more than a bard. At least with the thief, you will be allowed to be angry after he robs you.
Be careful about adding bards to your game. If your game is more about detecting poison needles on treasure chests, listening to doors, and quietly dispatching enemies in a stealth run through a dungeon to take its loot, why do you want a "Rock Band" wannabe along, making blasted noise? Do you know how far "bard singing" carries for? Two or three rooms, typically. You are going to give every monster in the area a free concert? We will have the dwarf shove a bag in your mouth to keep you quiet.
Bards are not for everyone; they silo RP, attract disruptive players, and shift the game's focus onto themselves as spotlight stealers. It is hard to design a great bard class without breaking the classic dungeon-based game. Most designers follow the D&D 5E mentality toward bards, and they deliberately design the class to be disruptive roleplay hogs.
Every class should be potentially "great at RP." My dwarf fighter, talking with other dwarves, about an honor-bound blood oath between dwarven clans? I don't care how high the elven bard's persuasion skill is; my dwarf will be the best at speaking to those matters, and quite possibly the only one who will be listened to. In D&D 5E? Forget it, the rules trump common sense, and the elven bard will do the talking. My dwarf will be reduced to saying "he's right" and "the elf makes sense!"
You do have a few options if you want bards in OSRIC 3.0. The first is to port a bard in from another game, such as Swords & Wizardry. This is the easiest way to do it, but it relies on having more books and rulesets around.
The next is to say bards are essentially multi-class thief/clerics or thief/magic-users with music as their focus (divine or arcane), and leave it at that. Leave the singing to RP, and just let the game's core classes define abilities. Since you are multi-class, you will level slower, but you are a hybrid with the powers of two classes, so prepare to walk the long, hard road of stardom. You will channel your magic through song and just redefine the game's existing abilities into "bard stuff" that you cast through the power of magical music. On the plus side, you will always be a full thief, and not these weak "half thieves" other games allow you to be.
I like this solution a lot since it keeps the game's core classes intact and shifts the flavor's focus to new sources of power. A cleric could be the cleric of a demon lord, and you would just reflavor the powers, but still keep the character a cleric. A kobold could channel arcane "magic user" power through shamanistic rituals, and the implementation stays the same as other magic users. This is a clean, simple, easy solution that requires no expansions, other books, or external material. It reinterprets what is there into a new method and outlook on casting magic, and keeps the fundamental roles and spells balanced.
My bard isn't "less than a thief" or "less of a caster" than other classes, only in the rate of advancement. The combinations of powers will enhance the character in many ways, while not gimping them in functioning as either a thief or a caster. You need a thief? Well, the bard will do, but they won't be as good as a dedicated thief, just due to the slower rate of advancement, but they can do everything a thief does, even backstab. Other games take that away from the bard, but this solution doesn't.
The final answer is to play Castles & Crusades, but that is another discussion entirely.































