D&D 4E I'm here 4e and left wondering....

The whole idea of making these things is one I'm still struggling with too. A lot of the more recent books have been helping me turn that corner though. Coming back here has as well. I haven't been able to play in well over a year and a half, and while I've certainly been keeping up with the books, as has been astutely mentioned several times the game plays significant differently than it reads. I've learned that actually sitting down and building a character is a lot different than just reading in the books what different powers and feats do as well, because only in the building do you get to see the synergy of different things at work. At play takes this to a larger scale; you only get to see the synergy of how your characters works with a party while playing. This is something I imagine I've missed, especially in a long-term campaign (my play experience has been limited to short campaigns and one-off adventures). Spending many months with other characters, learning their strategies and tactics, and adjusting your build accordingly is something I haven't gotten to feel yet, but I imagine makes the game all the more dynamic.

I caved in and gave rebuilding by old Inquisitive, a try, and with the crossbow builds of Martial Power 2 and the skill powers in the PHB3 I was surprised at how easily it came together. My one hang up "porting" characters from 3.x I think came from my old love-affair with Intelligence. I never made Int a dump-stat because I enjoyed having highly skilled characters, and as a result many of my characters were incredibly smart. Remaking the Inquisitive 4e required me to virtually flip my old character's Int and Dex scores, making Int a tertiary score at best (granted, with the Cunning build I should probably swap Int with Cha, seeing as how more of my powers mesh with Int than Cha, but he's got every Cha skill in the game save Diplomacy and not a single Int skill). Not having Int affect the number the skill you have drastically changes the way I used to perceive the stat, and so I've found it difficult to create "utility" characters. Skill powers are a beautiful thing, however, and add an element to the game that I'd been missing for a long time. What's more, it gave skills more combat utility than had ever been present in 3.x, which makes me down right giddy. I was almost saddened whenever I found a class utility that was just plain better than what I could get with my skills (it helps that my Inquisitive passed on Acrobatics, taking away a lot of the "best" Rogue utilities.)

Renaming and reflavoring powers has also always felt a bit like cheating to me, and it's taken a lot of trying to break out of that 4e-is-a-video-game mentality (being an avid video gamer myself, I tend to enjoy the strict structure of the rules). The more and more I see how a power could be re-flavored, though, the more opportunities I see open up.

Needless to say, my very participation in this thread has brightened the way I look at 4e, and that's without getting some actually time playing it. The more I've been delving into it recently, the more I not only find what it can do that 3.x did (and better), but also what it can do that in 3.x I could have never dreamed possible.
 

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Having played a character that started with a 16 in his primary stat (this was my first character, mind you) I was continually frustrated by how less often I hit than my peers. Granted, I was playing a taclord who pretty much needs to hit to be effective.

Why? (Or was it some time ago?) Two of my Bravelord's three At Wills (Commander's Strike and Direct The Strike) use other peoples' attack rolls - and the third (Brash Assault) can as well. His level 1 encounter (Powerful Warning) does likewise. Of course when he chooses to hit people himself (Brash Assault, Reckless Charge) it gets nasty.
 

Why? (Or was it some time ago?) Two of my Bravelord's three At Wills (Commander's Strike and Direct The Strike) use other peoples' attack rolls - and the third (Brash Assault) can as well. His level 1 encounter (Powerful Warning) does likewise. Of course when he chooses to hit people himself (Brash Assault, Reckless Charge) it gets nasty.

For level 1 that might be true but there are 29 more levels and the higher up powers wether encounter or daily require you to hit for the really great effects to happen.

As I said before (in another thread...) I played a taclord myself and in some encounters I didn't do much besides using commander's strike with the fighter or one of our melee strikers. But when you use your encounters or dailies you have to hit to use their full effect. Therefore, I can understand his concerns.
 

If you go with a 16 as your primary attack stat for a weapon user, that may just mean you should take a +3 proficiency weapon. That puts you even with an 18 using a +2.
 

For level 1 that might be true but there are 29 more levels and the higher up powers wether encounter or daily require you to hit for the really great effects to happen.

As I said before (in another thread...) I played a taclord myself and in some encounters I didn't do much besides using commander's strike with the fighter or one of our melee strikers. But when you use your encounters or dailies you have to hit to use their full effect. Therefore, I can understand his concerns.

If you are going full on Lazy Warlord build you can get pretty good all the way one build I seen only had one power a pp power I seem to recall which was dependent on an attack roll succeeding. I normally dont get as much out of WOTC char op boards but its very flavor presentation. (I didnt see it till after coming up with my idea of a non-com princess build - basically the same thing )
 

As suggested, a weapon user with a starting 16 can use +3 proficiency weapons to even things up.

If you're playing a Warlord, Wolf Pack Tactics can be more important than anything else as it can really help in setting up CA.

+3 stat, +3 prof +2 CA is a +8 to hit. By level 2 you could easily have +1 from expertise and a +1 from light blade precision (if you choose to use light blades and can afford the feat cost).

One thing about Warlords I find annoying is that they're great for providing a bonus to hit, but they're not great for hitting themselves. It can be hard to coordinate but the best tactic is often to build up bonuses on targets, then throw out the hard hitting attacks. Thus building up a chain of devastation on a target.
 

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