QUOTE (Draco18s @ Feb 9 2009, 06:18 PM)

Not really. I designed two completely different warlords, both functioned identically.
Party had two wizards, both choosing everything the other didn't. Played nearly identically.
I guess if by "functioned identically" you mean "did their job", then yeah, I suppose.
But your tactics and abilities if you're a wizard who took Ray of Frost vs. Magic Missile are going to be a bit different, just as Warlords have some powers geared towards battlefield control, and some for attack/damage enhancement.
QUOTE (Draco18s @ Feb 9 2009, 06:18 PM)

Rogue: not really. All of the rogues powers were very very circumstantial (we had a guy who enjoys playing games and enjoys figuring out how to use the rules to his advantage--not Rules Lawyer, but figuring out how the game SHOULD be played--and even he was very disappointed with 4E)
Clearly I can't speak to your experience, but all I know is that the rogue in our party is almost constantly sliding people or maneuvering around them. He has combat advantage almost all the time, grants the fighter a flanking bonus, and reduces the monsters chances to hit, aside from high damage output. So far his powers have been really rather effective.
QUOTE (Draco18s @ Feb 9 2009, 06:18 PM)

Warlord: no. not really. The warlord "hey you, hit that guy" is so poorly worded I don't know where I have to be relative to the guy I'm shouting commands at! The power has a range of "melee weapon." Does that mean I need to be next to the guy I'm shouting at? Next to the enemy I want him to hit (in which case, why don't I do it?), next to both of them? The only time it was any good was if the rogue missed his attack and could still deal Sneak Attack damage if he made another attack before his turn. And in any case, I have to give up my attack to do it, which seems counter productive for a fighter-ish class.
Well I can't say we've had
too much trouble deciphering the powers, although I will certainly say that the book is poorly organized, and specifics of a few of the powers are certainly open to interpretation. Targets and proximity, however, are usually pretty straightforward. If your power has a range of "melee", it means you can use your power if the target is within reach of your weapon. The target is explicitly stated in the power, usually "One monster". If your power is allowing an ally to make a melee attack against the target of the power, it doesn't matter where your ally is in relation to you as long as he is able to make a melee attack against the monster, because he is not the target of the power.
As for giving up your attack -- yes, in some cases you do. But it isn't counter-productive, because Warlords
aren't a fighter-ish class, despite the fact that they look like one. They are a leader class, just as a cleric is. Their main abilities are healing, "buffing", and battlefield manipulation. Not damage. That's why it isn't bad to swap one of your attacks for another teammates -- because two attacks a round from the fighter, rogue, or ranger is better than one from the fighter and one from the healer. Not that you don't get any damage-dealing powers, but they tend to focus on helping your teammates rather than buffing your own attacks, because that just really isn't their schtick.
QUOTE (Draco18s @ Feb 9 2009, 06:18 PM)

AND NO, a warlord can't grant an attack bonus to damn anything. That power needs to HIT SOMETHING first. If the problem is hitting, then you SOL.
Well, like I said, we haven't had that problem too terribly. We seem to have a hit rate of between 50-75% depending on the difficulty of the monster, which isn't terrible, and hit rates go up dramatically when the Warlord and Rogue get in on the action, because they grant attack bonuses and easy flanking. Of course I haven't played any modules, so I can't speak to their quality, but it sounds like maybe the DM should tone down the encounters a bit, though.