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<blockquote data-quote="Ftr" data-source="post: 5126399" data-attributes="member: 88732"><p>LZ,</p><p></p><p>I agree on almost everything you said. I think we should allow the Paladin to be our "combat Leader" unless he either doesn't want to (why would he play a paladin if he didn't?) or can't for some reason. His ability to mark and some of his future abilities I looked at can really be perfect in a synergistic approach. He could Mark and use his powers to force a main badie to face him and allow the rest of us to whittle down the rest of the baddies and then attack the main enemy with AoO and wolf pack tactics.</p><p></p><p>Your ideal role is the hammer to his anvil. Anything he pins in place (or forces to attack only him) you smash with flanking attacks. Your high damage and his ability to tank will quickly demolish a badie 2 to 3 times your level. This also takes advantage of any FRENZY type of abilities you may have. You will have the ability to pick your spot (just dont get cut off) in the fight to start a vicious raging cycle that mows down the enemy leader's crew.</p><p></p><p>The Warlord, as an NPC, will be useful but is not a PC and will be subject to less effective play simply due to the DM having to track a million other things. He should be on what ever side of the paladin you are not, to save him from lurkers and backstabbers. His powers can also potentially funnel enemies into danger zones that we can set up by positioning that provoke multiple AoO. This will become very important later when some of my spells can create prolonged area of effect damage if enemies can be forced into them.</p><p></p><p>The rogue is our alternate striker and should be set loose like to move and strike at will. I dont know his exact skill set, but I would guess that he has the ability set to move long distances, flank distracted enemies and do massive damage with his attacks. If we can find a way for him to do this relatively safely, he could move in a nd out of the melee like a yoyo making a kill each time.</p><p></p><p>My role would be to help target ranged attackers early, then move up directly behind or next to the paladin (once my AC can be buffed significantly). Form there I can heal to keep the party fresh and help crush minions with AoE spells.</p><p></p><p>As far as giving advice, thats what the mic is for. As far as Im concerned, feel free to throw it out ther where you think its important. I am not very familiar with 4e and it will certainly show, so I will depend on you and the others to keep me from screwing up too badly. </p><p></p><p>I was really pleased with how things went in our practice combat. We ahd some screw ups, but overall, I think our players will be able to get along and work together. We should be able to tear it up. What this party is going to be like by fifth level...WOW!!! Just monstrous. Huge opportunities for role playing. Every PC has great racial hooks to play on IC and yours and the paladin will especially being what most humans would call "monsters". City adventures will be "fun". I can't wait for the first time a human parent has to thank Mardok for saving his child!!!! Or someone gets healed and wakes up to find a "giant" leaning over him with his massive hands on his body. This is going to get rich. And don't get me started on being a glowing, blue skinned dude in the worlds all too familiar with demon and devil attacks. You just know someone is going to try to exorcise or turn me. The eladrin is is the only one with a "normal" appearance. Were going to have to send him into town alone just so everyone doesnt think theyre being raided by a bunch of demons fresh from the abyss.</p><p></p><p>I think we need to increase ASAP your and the Rogues weapons to make your strike more deadly. Then we need to beef up my and the paladin's armor. If we can find something that will let the rogue go ninja for us, that would be awesome. He would be our death from out of nowhere, literally killing off enemies while the rest of the party confronts them and stalls with negotiations before the steel comes out or have him start killing just as we allow ourselves to be seen. The enemy will lose ranged support or spellcasters so fast...</p><p></p><p>FC,</p><p></p><p>You are spot on right. If you need a character comparison, I imagine Quinn to be a similar personality and role to John, the Martian Manhunter from Justice League cartoons (yes I still watch cartoons!). He's very much the focused and reserved cerebral type. His emotions are not missing, just subject to an overriding sense of purpose and too intelligent and wise to allow them to let them get out of control. BTW, I love your character, he has sop many plot hooks. I'll expect some great role play fromthis guy. lol</p><p>Your and LZ's characters are going to have a chance to really ham up the "outsider in society" roles to the hilt. its going to be great.</p><p></p><p>sorry this went on...I write because I don't talk so much....so you guys get it all!</p><p></p><p>Jim</p></blockquote><p></p>
[QUOTE="Ftr, post: 5126399, member: 88732"] LZ, I agree on almost everything you said. I think we should allow the Paladin to be our "combat Leader" unless he either doesn't want to (why would he play a paladin if he didn't?) or can't for some reason. His ability to mark and some of his future abilities I looked at can really be perfect in a synergistic approach. He could Mark and use his powers to force a main badie to face him and allow the rest of us to whittle down the rest of the baddies and then attack the main enemy with AoO and wolf pack tactics. Your ideal role is the hammer to his anvil. Anything he pins in place (or forces to attack only him) you smash with flanking attacks. Your high damage and his ability to tank will quickly demolish a badie 2 to 3 times your level. This also takes advantage of any FRENZY type of abilities you may have. You will have the ability to pick your spot (just dont get cut off) in the fight to start a vicious raging cycle that mows down the enemy leader's crew. The Warlord, as an NPC, will be useful but is not a PC and will be subject to less effective play simply due to the DM having to track a million other things. He should be on what ever side of the paladin you are not, to save him from lurkers and backstabbers. His powers can also potentially funnel enemies into danger zones that we can set up by positioning that provoke multiple AoO. This will become very important later when some of my spells can create prolonged area of effect damage if enemies can be forced into them. The rogue is our alternate striker and should be set loose like to move and strike at will. I dont know his exact skill set, but I would guess that he has the ability set to move long distances, flank distracted enemies and do massive damage with his attacks. If we can find a way for him to do this relatively safely, he could move in a nd out of the melee like a yoyo making a kill each time. My role would be to help target ranged attackers early, then move up directly behind or next to the paladin (once my AC can be buffed significantly). Form there I can heal to keep the party fresh and help crush minions with AoE spells. As far as giving advice, thats what the mic is for. As far as Im concerned, feel free to throw it out ther where you think its important. I am not very familiar with 4e and it will certainly show, so I will depend on you and the others to keep me from screwing up too badly. I was really pleased with how things went in our practice combat. We ahd some screw ups, but overall, I think our players will be able to get along and work together. We should be able to tear it up. What this party is going to be like by fifth level...WOW!!! Just monstrous. Huge opportunities for role playing. Every PC has great racial hooks to play on IC and yours and the paladin will especially being what most humans would call "monsters". City adventures will be "fun". I can't wait for the first time a human parent has to thank Mardok for saving his child!!!! Or someone gets healed and wakes up to find a "giant" leaning over him with his massive hands on his body. This is going to get rich. And don't get me started on being a glowing, blue skinned dude in the worlds all too familiar with demon and devil attacks. You just know someone is going to try to exorcise or turn me. The eladrin is is the only one with a "normal" appearance. Were going to have to send him into town alone just so everyone doesnt think theyre being raided by a bunch of demons fresh from the abyss. I think we need to increase ASAP your and the Rogues weapons to make your strike more deadly. Then we need to beef up my and the paladin's armor. If we can find something that will let the rogue go ninja for us, that would be awesome. He would be our death from out of nowhere, literally killing off enemies while the rest of the party confronts them and stalls with negotiations before the steel comes out or have him start killing just as we allow ourselves to be seen. The enemy will lose ranged support or spellcasters so fast... FC, You are spot on right. If you need a character comparison, I imagine Quinn to be a similar personality and role to John, the Martian Manhunter from Justice League cartoons (yes I still watch cartoons!). He's very much the focused and reserved cerebral type. His emotions are not missing, just subject to an overriding sense of purpose and too intelligent and wise to allow them to let them get out of control. BTW, I love your character, he has sop many plot hooks. I'll expect some great role play fromthis guy. lol Your and LZ's characters are going to have a chance to really ham up the "outsider in society" roles to the hilt. its going to be great. sorry this went on...I write because I don't talk so much....so you guys get it all! Jim [/QUOTE]
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