They may want to take different ones and should not be penalized or that.[/QUOTE
I just don't understand this thought. If they want to take other powers/feats/whatever, great. I'm going to assume that they will derive some benefit from sure a power/feat, even if its just greater satisfaction with their character. Shouldn't the player that choses powers/feats that do increase their chance to hit be rewarded also?
Besides, shouldn't those utilities be something special that brings the targets above and beyond what is average instead of being a requirement of sticking to the bell curve? This does not make a player feel as though their character is special.
I don't know about your players, but anytime I hit with a "Lead the Attack", level 1 Warlord Daily power that grants myself and all allies 1+Int modifier attack bonus versus that target until the end of the encounter I feel pretty special. Whether thats at level 1 or level 30. For comparison I grant +4 attack at level 1, and at level 30 it will be +9.
I'm too lazy to find who said CA should help, but I wanted to comment on that. CA is something you have available at level 1. Yes it is easier to control the battlefield at higher levels but that usually requires hitting the monster. All in all, CA (in my mind) is a static bonus across all levels.
Available? Yes. But I would say that you are much more likely to have it at higher levels.
For an example, lets look at your rogue friend. I'm going to assume that they are using a race that gives +Dex and +Cha, so that at level 1 she had 18 in both.
18 Cha gives a Artful Dodger built Rogue +4 vs Opportunity Attacks. At level 30, she would have gained 8 more Cha. For +8 vs OA. Lets say her epic destiny is DemiGod for +2 in two stats, for +9 vs OA. As a rogue she likely would pick up Definsive Mobility at some point for another +1, so thats +11 vs OA. And if she happened to be a Halfling, its +13 vs OA.
Now, who do you think is more likely to be able to get into a flanking position, someone with +4 vs OA or someone with +13?
I especially have issue with any argument that uses increased damage as a justification for a decreasing chance to hit ... a monster's HP are also increases so without the increase to damage you'd not only hit less but also hit for a smaller % of their total.
Yes my rogue friend made her choice but I'm not looking to make her as good at melee basic attacks as a STR rogue, but not completely remove that option from her as the CHA rogue does. I like my players to be able to attempt anything they want, they may be poor at it but at least they have a realistic shot (something slightly better then a snows throw in hell). A CHA rogue does NOT have a chance at any level to realistically land a melee basic attack (nat 20 aside). To me, that is not acceptable.
At level 1, a rogue with base 10 strength should have +4 to hit with a dagger. The average AC for creatures at level 1 is 15. Thats a 45% to hit, without flanking, without ANY str bumps, and a normal dagger.
Now as the rogue levels up, their chance to hit with such attacks will decrease dramatically unless they decide to forgo some CHA bumps for some STR as they level. It, like many things in DnD, is a choice. You can't be good at everything, but you can be good at somethings. Just chose the things you actually want to be good at. If getting Opportunity Attacks and working with the Warlord is important to her, then she should have chosen a STR based rogue.
And honestly, is the group really missing out on the rogues 1d4 damage on a missed Opportunity Attack? (And yes, I know other weapons than a dagger can be used by a rogue, but most of those are better for a STR rogue IMO.)
Plus, my warlord didn't get to choose the classes of his party, he is stuck trying to work within a system that make him dependant on other players, so not only does the rogues choice affect her it also affects the warlord.
Did your players pick their classes without consulting each other at all? That would seem like a lack in teamwork to me.
That aside, as a player of a Tactical Warlord, they shouldn't be trying to work with the Rogue anyway. Find the melee player with the higher STR and thats who the TacLord teams up with. Fighters are great. Swordmages (with Intelligent Blademaster) are good also. Barbarians and TacLords are going to be a nightmare.
Unless your rogue is missing with their normal attack (and they get the highest hit rate already), then your Warlord is much better off attacking himself then having the rogue attack for them. Sneak Attack is only once per turn. (With the one exception that allows it to be used again on an Action Point.)
And if your players really wanted this Rogue/Warlord combo to work well, they should have created their characters so that they complemented each other correctly.
This is just wrong, at level two, their tactics are great. They use CA a lot but that does not offset the fact that the warlord is granting attacks to someone who just can't make them as it stands. It is not the systems fault, but the system is broken in this regard.
No, the system is not broken. Your players are simply attempting a tactic that is not supported by the system.
And really if its so important for you and your players to be able to do this, just make a "Charismatic Blademaster" feat thats based off of the Swordmages feat.
I never said they don't hit enough, I was using the numbers to try and explain my beef with BMA.
I don't know what BMA is.
I don't know how paragon or epic characters will pan out, I have yet to play one or run a group that high. The disparity between low and high heroic is still small enough that it masked by the random nature of a d20 (at least I haven't found a problem yet - other then with BMA that is).
If you are trying to show that your to hit increases by almost 1 per level and it does not. Not even close. Assuming you increase your main stat at every chance and normal magic weapon improvements you only get 6 magic item increases and 4 stat increases. That's 1/3 of the increases needed to keep up with the monster defenses.
Remember that players also gain +1 attack every other level. So by level 30 they gain +4 from stats, +6 from magic items, +15 from level up increases, for a total of +25. NPCes defenses increases 1 per level for +29 (remember to not include level 1 when you count of the increases). This is a difference of 4, which I think has been shown to balance out fine. (It can also be reduced down pretty easily by 1 or 2 depending upon Paragon Path and Epic Destiny.)