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Warlord: Your experiences
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<blockquote data-quote="fba827" data-source="post: 5054231" data-attributes="member: 807"><p>i've seen three warlords in play: two as a fellow player, and one as a DM for the warlord.</p><p></p><p>_player_ personality: two of those three were tactically-minded players and they enjoyed playing leader character concepts (I use the term leader as a character concept, not in the 4e class role definition). i'd say that those two visibly enjoyed the class much more than the less leadery-minded player who tried the class.</p><p></p><p>party synergy: in parties that have strong melee-based PCs, everything the warlord did somehow helped them... from helping them shift around for flanking, or extra melee basic attacks, or simply bonuses. But in the one party that was more 'ranged' PCs it was less so (just some bonuses, all the shifty powers didn't really help that much)</p><p></p><p>They provided nice bonuses to the party, extra shifting, and several granted attacks, so depending on your party that will either be a thankless job (that they just assume and take for grantite) or you'll get lots of "thank yous" if you like that sort of acknowledgement, or somewhere inbetween those extremes.</p><p></p><p>Hit average: I'd say their hit averages was about average for the party. It's mainly melee attacks (don't expect ranged/burst/blast/area/zone stuff), so a backup ranged weapon really is a must (a throwing shield from AV1 isn't bad for this since it would serve dual purpose defense and attack if needed without having to draw/prep the weapon).</p><p></p><p>Damge output: I'd say their damage output was low for the party BUT 'normal' for a leader role class. It's mainly weapon damage so don't expect fire/cold/radiant/acid/etc damage types without magic item involvement</p><p></p><p>general feel: it's a "reactive" class (like all leader role classes) in that it's hard to plan ahead of time what you're going to do since every move that someone makes sets up different tactical possibilities, effecting your choices differently. (whereas a defender or striker can more often decide a couple initiative counts in advance where they'll run/target or where they'll hold the line, etc).</p><p></p><p>if you have strong personalities at your game table, you may want to be a bit more particular about choosing the "shift the ally" type powers because someone may not agree with your choice of tatical positionining... or at least decide ahead of time if it's okay if you move player a's pc.</p><p></p><p>*if* you like rolling dice but also want to take the atwill (or other power) that grants an ally the attack, you could ask your fellow player if you can roll a d20 for him, thus you won't miss out on the dice rolling even though you're giving your attack to someone else.</p><p></p><p></p><p>bottom line: very tactical style class, provides several bonuses and bonus movements and bonus attacks.</p><p></p><p>anyway, just my rambling observations based on 3 warlords that i've seen.</p></blockquote><p></p>
[QUOTE="fba827, post: 5054231, member: 807"] i've seen three warlords in play: two as a fellow player, and one as a DM for the warlord. _player_ personality: two of those three were tactically-minded players and they enjoyed playing leader character concepts (I use the term leader as a character concept, not in the 4e class role definition). i'd say that those two visibly enjoyed the class much more than the less leadery-minded player who tried the class. party synergy: in parties that have strong melee-based PCs, everything the warlord did somehow helped them... from helping them shift around for flanking, or extra melee basic attacks, or simply bonuses. But in the one party that was more 'ranged' PCs it was less so (just some bonuses, all the shifty powers didn't really help that much) They provided nice bonuses to the party, extra shifting, and several granted attacks, so depending on your party that will either be a thankless job (that they just assume and take for grantite) or you'll get lots of "thank yous" if you like that sort of acknowledgement, or somewhere inbetween those extremes. Hit average: I'd say their hit averages was about average for the party. It's mainly melee attacks (don't expect ranged/burst/blast/area/zone stuff), so a backup ranged weapon really is a must (a throwing shield from AV1 isn't bad for this since it would serve dual purpose defense and attack if needed without having to draw/prep the weapon). Damge output: I'd say their damage output was low for the party BUT 'normal' for a leader role class. It's mainly weapon damage so don't expect fire/cold/radiant/acid/etc damage types without magic item involvement general feel: it's a "reactive" class (like all leader role classes) in that it's hard to plan ahead of time what you're going to do since every move that someone makes sets up different tactical possibilities, effecting your choices differently. (whereas a defender or striker can more often decide a couple initiative counts in advance where they'll run/target or where they'll hold the line, etc). if you have strong personalities at your game table, you may want to be a bit more particular about choosing the "shift the ally" type powers because someone may not agree with your choice of tatical positionining... or at least decide ahead of time if it's okay if you move player a's pc. *if* you like rolling dice but also want to take the atwill (or other power) that grants an ally the attack, you could ask your fellow player if you can roll a d20 for him, thus you won't miss out on the dice rolling even though you're giving your attack to someone else. bottom line: very tactical style class, provides several bonuses and bonus movements and bonus attacks. anyway, just my rambling observations based on 3 warlords that i've seen. [/QUOTE]
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