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Legends & Lore Article 4/1/14 (Fighter Maneuvers)
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<blockquote data-quote="Dausuul" data-source="post: 6284044" data-attributes="member: 58197"><p>Forced movement can be highly relevant in theater of the mind. Probably the most common use would be where someone is in melee with a dangerous foe and you want to give that person room to retreat without wasting an action to disengage; the party wizard, say. It's also very effective when a battle takes place near a cliff or on a bridge. If the wizard throws a <em>wall of fire</em>, you could stand right outside it on the "safe" side and ready an attack action; the first enemy who comes through gets knocked right back into the flames. Et cetera.</p><p></p><p>All of these are scenarios in which the value of forced movement does not depend on exact knowledge of the battlefield. It does depend on the DM being willing to make snap rulings like "There is a space where you could push the guy where he won't be able to make an opportunity attack when the wizard retreats," but that's part and parcel of TotM play.</p><p></p><p></p><p>Mearls listed the following as things you can do with maneuvers:</p><p></p><ul> <li data-xf-list-type="ul">Grant a bonus attack to an ally in place of one of your own attacks</li> <li data-xf-list-type="ul">Disarm an enemy</li> <li data-xf-list-type="ul">Grant an ally advantage on an attack roll against a target</li> <li data-xf-list-type="ul">Make a counterattack as a reaction</li> <li data-xf-list-type="ul">Sweep your weapon through an area, damaging several foes with one attack</li> <li data-xf-list-type="ul">Parry an attack</li> <li data-xf-list-type="ul">Force an enemy to move</li> <li data-xf-list-type="ul">Allow an ally to move</li> </ul><p>The advantage, counterattack, sweep, and parry all seem like things that could be highly useful even in a very short combat. Under the right circumstances, the ally bonus attack could also be very handy; say you're fighting a wraith and only one person in the party has a magic weapon.</p><p></p><p>I think the Battle Master will be quite good in TotM play.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6284044, member: 58197"] Forced movement can be highly relevant in theater of the mind. Probably the most common use would be where someone is in melee with a dangerous foe and you want to give that person room to retreat without wasting an action to disengage; the party wizard, say. It's also very effective when a battle takes place near a cliff or on a bridge. If the wizard throws a [I]wall of fire[/I], you could stand right outside it on the "safe" side and ready an attack action; the first enemy who comes through gets knocked right back into the flames. Et cetera. All of these are scenarios in which the value of forced movement does not depend on exact knowledge of the battlefield. It does depend on the DM being willing to make snap rulings like "There is a space where you could push the guy where he won't be able to make an opportunity attack when the wizard retreats," but that's part and parcel of TotM play. Mearls listed the following as things you can do with maneuvers: [LIST] [*]Grant a bonus attack to an ally in place of one of your own attacks [*]Disarm an enemy [*]Grant an ally advantage on an attack roll against a target [*]Make a counterattack as a reaction [*]Sweep your weapon through an area, damaging several foes with one attack [*]Parry an attack [*]Force an enemy to move [*]Allow an ally to move [/LIST] The advantage, counterattack, sweep, and parry all seem like things that could be highly useful even in a very short combat. Under the right circumstances, the ally bonus attack could also be very handy; say you're fighting a wraith and only one person in the party has a magic weapon. I think the Battle Master will be quite good in TotM play. [/QUOTE]
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