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Help me pick a leader
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<blockquote data-quote="DEFCON 1" data-source="post: 5176000" data-attributes="member: 7006"><p>If your nephew's fighter took the glaive... then I would in <em>no way</em> recommend running a ranged warlord. Your rogue character would be doubly screwed if you did, because he would now have <em>both</em> of his other party members not attacking monsters adjacent, and thus his chance of ever getting into flank would be close to nil. Unless you just handwave the 'combat advantage' rule altogether and let him add in his Sneak Attack bonus once per round automatically... your rogue is going to be bitterly disappointed with how infrequently he gets to Sneak Attack. I think with this party make-up, your leader <em>has</em> to be melee-based just to let your rogue player shine at all.</p><p></p><p>The main reason why you'd possibly go with a ranged leader character would be to cut down on the number of attacks he would attract, thereby keeping him on his feet longer and thus have the healing more readily available. However, as you are DMing for them... you can easily just tailor the encounters and run the monsters such that even if your warlord NPC is in melee... they just don't swarm him and try and take him out. They focus mainly on your nephews, with just one or two occasionally going after your warlord.</p><p></p><p>The most important thing here is that you want to go with whatever character has the best chance of doing what is most critical, which is making your <em>nephews look good</em>. And that means assisting your rogue by having him get combat advantage as often as he can, and letting your fighter attack as often as possible. Thus, the more I think about it... the more I believe that a taclord is really your only good choice. Commander's Strike, Wolf Pack Tactics, and a Lead The Attack on the big bad each day are the best opportunities to help your nephews get into the best position to be most successful. And that's really all what your third DM-run character should be about.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5176000, member: 7006"] If your nephew's fighter took the glaive... then I would in [I]no way[/I] recommend running a ranged warlord. Your rogue character would be doubly screwed if you did, because he would now have [I]both[/I] of his other party members not attacking monsters adjacent, and thus his chance of ever getting into flank would be close to nil. Unless you just handwave the 'combat advantage' rule altogether and let him add in his Sneak Attack bonus once per round automatically... your rogue is going to be bitterly disappointed with how infrequently he gets to Sneak Attack. I think with this party make-up, your leader [I]has[/I] to be melee-based just to let your rogue player shine at all. The main reason why you'd possibly go with a ranged leader character would be to cut down on the number of attacks he would attract, thereby keeping him on his feet longer and thus have the healing more readily available. However, as you are DMing for them... you can easily just tailor the encounters and run the monsters such that even if your warlord NPC is in melee... they just don't swarm him and try and take him out. They focus mainly on your nephews, with just one or two occasionally going after your warlord. The most important thing here is that you want to go with whatever character has the best chance of doing what is most critical, which is making your [I]nephews look good[/I]. And that means assisting your rogue by having him get combat advantage as often as he can, and letting your fighter attack as often as possible. Thus, the more I think about it... the more I believe that a taclord is really your only good choice. Commander's Strike, Wolf Pack Tactics, and a Lead The Attack on the big bad each day are the best opportunities to help your nephews get into the best position to be most successful. And that's really all what your third DM-run character should be about. [/QUOTE]
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