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<blockquote data-quote="Lord Zardoz" data-source="post: 5126166" data-attributes="member: 704"><p>As far as Ftr's thoughts regarding combat:</p><p></p><p>- I have 2 Hand Axes which will be thrown at targets if I am unable to get in close to combat.</p><p>- While the Paladin may be averse to listening to a Half Orc, I am more familiar with the rule set then the rest of you as far as I can tell. In general I am not adverse to taking suggestions, but I am not sure we should restrict combat advise to one person.</p><p></p><p>- In terms of our party's combat potential, here is a birds eye view of what we are capable of.</p><p></p><p>- Paladin (Defender): High HP. Can mark targets to encourage opponents to go after him, but mark is only useful if he keeps trying to kill said target. Probably has the best on average to hit roll (assuming 20 Str and using a sword with a +3 proficiency bonus to hit). Can provide healing with lay on hands, but this uses up the Paladins own healing surges.</p><p></p><p>- Warlord (Leader): Leader classes are usually implemented with support in mind. Warlords are effective secondary melee support. Commanders Strike in particular is handy if the Warlord's to hit bonus is weaker then other characters to hit bonus. Vipers Strike will punish targets trying to shift out of melee. Can provide healing.</p><p></p><p>- Cleric (Leader): Another support class, but has more ranged at will powers. The Deva has an ability which can grant +1d6 to a roll, and as observed yesterday the cleric has many powers which can grant an attack bonus. Can also provide healing.</p><p></p><p>- Barbarian (Striker): Striker classes tend to hit for the most damage. Barbarians are designed to be highly mobile and lightly armoured, with above average hp. Mardok in particular has an at Will that will hit for 1d12+1d6+4 damage, and can be used in a charge (usually you can only use a Basic Melee Attack when charging). The other one will let me shift prior to making an attack, and can push enemies. I forgot that I have a class feature which will grant me my Con modifier in temp hp (2 temp hp) whenver I drop someone. My attack bonus is almost certainly weaker then the Goliaths. I use an axe which only has a +2 proficiency bonus, and I have 18 Str.</p><p></p><p>Based on what I know of the characters, I expect that I will try to stay near the Paladin or Warlord in combat, and attempt to set up flanking attacks. Being able to shift through occupied spaces, I shouldn't have any problems getting out of melee if I get into trouble. The Paladin is going to be able to dictate a great deal about the fights by marking opponents. With healing available from 3 characters we should be a highly durable group.</p><p></p><p>Regarding map tools, I figured out how to set up Macros, and how to create customized stat sets for the players. I will make my macro set available as soon as we figure out an optimal way to do so. I already have macro's for basic melee and ranged attacks and my at will powers. I will have more soon enough.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 5126166, member: 704"] As far as Ftr's thoughts regarding combat: - I have 2 Hand Axes which will be thrown at targets if I am unable to get in close to combat. - While the Paladin may be averse to listening to a Half Orc, I am more familiar with the rule set then the rest of you as far as I can tell. In general I am not adverse to taking suggestions, but I am not sure we should restrict combat advise to one person. - In terms of our party's combat potential, here is a birds eye view of what we are capable of. - Paladin (Defender): High HP. Can mark targets to encourage opponents to go after him, but mark is only useful if he keeps trying to kill said target. Probably has the best on average to hit roll (assuming 20 Str and using a sword with a +3 proficiency bonus to hit). Can provide healing with lay on hands, but this uses up the Paladins own healing surges. - Warlord (Leader): Leader classes are usually implemented with support in mind. Warlords are effective secondary melee support. Commanders Strike in particular is handy if the Warlord's to hit bonus is weaker then other characters to hit bonus. Vipers Strike will punish targets trying to shift out of melee. Can provide healing. - Cleric (Leader): Another support class, but has more ranged at will powers. The Deva has an ability which can grant +1d6 to a roll, and as observed yesterday the cleric has many powers which can grant an attack bonus. Can also provide healing. - Barbarian (Striker): Striker classes tend to hit for the most damage. Barbarians are designed to be highly mobile and lightly armoured, with above average hp. Mardok in particular has an at Will that will hit for 1d12+1d6+4 damage, and can be used in a charge (usually you can only use a Basic Melee Attack when charging). The other one will let me shift prior to making an attack, and can push enemies. I forgot that I have a class feature which will grant me my Con modifier in temp hp (2 temp hp) whenver I drop someone. My attack bonus is almost certainly weaker then the Goliaths. I use an axe which only has a +2 proficiency bonus, and I have 18 Str. Based on what I know of the characters, I expect that I will try to stay near the Paladin or Warlord in combat, and attempt to set up flanking attacks. Being able to shift through occupied spaces, I shouldn't have any problems getting out of melee if I get into trouble. The Paladin is going to be able to dictate a great deal about the fights by marking opponents. With healing available from 3 characters we should be a highly durable group. Regarding map tools, I figured out how to set up Macros, and how to create customized stat sets for the players. I will make my macro set available as soon as we figure out an optimal way to do so. I already have macro's for basic melee and ranged attacks and my at will powers. I will have more soon enough. END COMMUNICATION [/QUOTE]
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