Pickles JG
First Post
tide of iron, and sly flourish are the two I hear lamented the most from the kids, Commander strike and wolf pack tactics by my older players
Tide of Iron is Shield Master feat & free shove each attack. Sly Flourish is just more damage so meh, kinda built in to being a rogue. Cunning action does a lot of work for capturing 3e/4e roguish mobility which is a feature of a lot of their powers.
I do miss my rogues status effect powers. He could daze people, blind them, knock them unconscious & knock them out of the air. He could also launch a hail of daggers or arrows at a cluster of enemies. I had a chef mini & refluffed to used different cooking implements etc for each attack
For all the "do what you like" attitude espoused by 5e stalwarts I would be surprised if I got away with any of those as stunts. (The rogue I had does sort of work as a fighter in 5e)
Commander's Strike is there but very unsatisfactory for recapturing the 4e Warlord - or any inspiring/tactically coordinating low level leader really which is a shame as it is a Real World archeptype if it's not a fictional one so much one.
The Warlord's ability to let allies move around & generally make them more effective is very much missing I do hope they come back as they were a high point of 4e.
Still having fun though...
Back on topic my friend Mark started with 4e & say 5e does not inspire him to want to play - it seems lacking in some way though I have not interrogated him as to exactly how. He does run stacks of encounters/expeditions though & seems to enjoy that.