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General Tabletop Discussion
*Pathfinder & Starfinder
Warlord vs. Str. Cleric
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<blockquote data-quote="lin_fusan" data-source="post: 4526460" data-attributes="member: 37085"><p>I'm one of the players that finds Inspiring Warlords underwhelming. At the moment, I've asked my DM to allow me to completely retool the character, swapping out not only a bunch of powers but feats and even a couple of ability scores, so maybe that will fix part of the problem.</p><p> </p><p>The other problem, perhaps, is the fact that my teammates run all over the place without regards to tactical considerations. The fighter wanders off by himself and the ranger attacks the farthest opponent, for example. </p><p> </p><p>A lot of the Warlord's powers are focused specifically at "hit this target I am attacking" but requires the other players to maneuver themselves to do so, and the majority of them refuse to do so. For example, there is a power that grants a bonus to damage to all other teammates to this one specific target. Unfortunately, three of my teammates decided that it was not advantagous for them to attack that creature, perhaps because they had flanking on another craeture or that they needed to kill a minion.</p><p> </p><p>The last thing I've noticed is that I have to be very aware of what abilities the other players have. There was one moment in the game in which I told my teammate to move here and use "x" power/exploit. He then told me that he no longer had that power/exploit, rendering my plan useless. So I then use Viper's Strike, which is the same as a basic attack.</p><p> </p><p>In conclusion, play a Warlord if you have a strong team. If you don't, play a cleric.</p></blockquote><p></p>
[QUOTE="lin_fusan, post: 4526460, member: 37085"] I'm one of the players that finds Inspiring Warlords underwhelming. At the moment, I've asked my DM to allow me to completely retool the character, swapping out not only a bunch of powers but feats and even a couple of ability scores, so maybe that will fix part of the problem. The other problem, perhaps, is the fact that my teammates run all over the place without regards to tactical considerations. The fighter wanders off by himself and the ranger attacks the farthest opponent, for example. A lot of the Warlord's powers are focused specifically at "hit this target I am attacking" but requires the other players to maneuver themselves to do so, and the majority of them refuse to do so. For example, there is a power that grants a bonus to damage to all other teammates to this one specific target. Unfortunately, three of my teammates decided that it was not advantagous for them to attack that creature, perhaps because they had flanking on another craeture or that they needed to kill a minion. The last thing I've noticed is that I have to be very aware of what abilities the other players have. There was one moment in the game in which I told my teammate to move here and use "x" power/exploit. He then told me that he no longer had that power/exploit, rendering my plan useless. So I then use Viper's Strike, which is the same as a basic attack. In conclusion, play a Warlord if you have a strong team. If you don't, play a cleric. [/QUOTE]
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Warlord vs. Str. Cleric
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