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Warlord as a Fighter option; Assassin as a Rogue option
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<blockquote data-quote="Dragoslav" data-source="post: 6046990" data-attributes="member: 6690267"><p>Not being able to move an enemy on your own turn and having to wait for it to move on its turn reinforces the "stop-motion" feel of combat and doesn't reflect the motion and fluidity of a real-time combat in the same way that forced movement does. Relying on getting the DM to make the monster make a bad move just amounts to relying on being able to trick the DM, while forced movement better represents the in-game fiction.</p><p></p><p></p><p></p><p>That only captures the trope of the sergeant shouting "GET DOWN!" at a crucial moment, preventing you from getting sniped or blown up; it doesn't "feel" the same as the 4e Warlord's Inspiring Word at all. A key part of the Warlord's identity is being able to encourage allies to keep fighting even <em>after</em> they've already taken a beating and stay confident even when they feel like they're losing.</p></blockquote><p></p>
[QUOTE="Dragoslav, post: 6046990, member: 6690267"] Not being able to move an enemy on your own turn and having to wait for it to move on its turn reinforces the "stop-motion" feel of combat and doesn't reflect the motion and fluidity of a real-time combat in the same way that forced movement does. Relying on getting the DM to make the monster make a bad move just amounts to relying on being able to trick the DM, while forced movement better represents the in-game fiction. That only captures the trope of the sergeant shouting "GET DOWN!" at a crucial moment, preventing you from getting sniped or blown up; it doesn't "feel" the same as the 4e Warlord's Inspiring Word at all. A key part of the Warlord's identity is being able to encourage allies to keep fighting even [i]after[/i] they've already taken a beating and stay confident even when they feel like they're losing. [/QUOTE]
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Community
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Warlord as a Fighter option; Assassin as a Rogue option
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