mellored
Legend
I agree.That said, I have elsewhere said very similar things. The fundamental mechanical effects of invocations--passive effects that meaningfully tweak the character's basic abilities and can even open entirely new avenues of play--seems appropriate to Warlord "training" that is always effective.
An "invocation" that let's you use commander's strike at-will.
Another to grant movement.
Another to give everyone a passive +int to their intuitive checks.
Another that prevent's enemies you attack from taking an OA.
Another that works with skills.
Another let's you heal once per short rest.
ect..
Then you pick a 8 or so as you level.
It also fit's the 4e feel of having a big list of powers to choose from, and you get a few.