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Save my Warlord
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<blockquote data-quote="The Weregamer" data-source="post: 4929424" data-attributes="member: 18758"><p>For me, the key to enjoying playing my taclord in combat has been to play up the Leader aspect in character. When we're in a fight, I am the leader, shouting orders to my comrades independent of any actions I grant through powers. I set out our tactics before and during a fight. They don't always follow orders; their characters aren't mindless automatons, and when they do deviate from the plan it gives us good roleplaying fodder for after the battle. Nevertheless, I feel like Leader is something I do actively, not a passive description on my character sheet that says I must give away all my actions.</p><p></p><p>I also choose my powers with an eye towards characterization. I don't have Commander's Strike because I as a player find it boring. Instead I have Furious Smash. Is it an inferior power? Most likely, but my character is an angry old sum'bitch, and is often furious when in battle. My group doesn't give a rat's behind about optimization, so no one's complaining. Inspired Belligerance fits the same mold, and our three strikers never complain about a free round of combat advantage.</p><p></p><p>I guess my advice is not to think of your warlord as a collection of buffs and bonus actions. Rather, consider how the character you're playing would go about being a tactician and battle strategist, and apply that personality to your in-game choices. Personally I think it's tough to make a bad character in 4E, so you likely won't find yourself any less effective, but you'll have more fun. And that's really the point, right?</p></blockquote><p></p>
[QUOTE="The Weregamer, post: 4929424, member: 18758"] For me, the key to enjoying playing my taclord in combat has been to play up the Leader aspect in character. When we're in a fight, I am the leader, shouting orders to my comrades independent of any actions I grant through powers. I set out our tactics before and during a fight. They don't always follow orders; their characters aren't mindless automatons, and when they do deviate from the plan it gives us good roleplaying fodder for after the battle. Nevertheless, I feel like Leader is something I do actively, not a passive description on my character sheet that says I must give away all my actions. I also choose my powers with an eye towards characterization. I don't have Commander's Strike because I as a player find it boring. Instead I have Furious Smash. Is it an inferior power? Most likely, but my character is an angry old sum'bitch, and is often furious when in battle. My group doesn't give a rat's behind about optimization, so no one's complaining. Inspired Belligerance fits the same mold, and our three strikers never complain about a free round of combat advantage. I guess my advice is not to think of your warlord as a collection of buffs and bonus actions. Rather, consider how the character you're playing would go about being a tactician and battle strategist, and apply that personality to your in-game choices. Personally I think it's tough to make a bad character in 4E, so you likely won't find yourself any less effective, but you'll have more fun. And that's really the point, right? [/QUOTE]
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