Copied on request of a mod from the Keep on the Shadowfell thread.
The premise is that the new paladins mark requires the paladin to attack the monster each turn to keep the mark active. But that doesn't fix the issue of exploiting this mark as the paladin can simply take a bow and still run away while a other defender locks the enemy down which leads to the same situation many people complained about in the Delve.
And get an AoO from the fighter next to it.
Remember what the problem was in te Delve? The Paladin marking the enemy and the fighter lockingit into place so that the enemy either has to move past the fighter, getting AoOs, to attack the paladin, has to attack the fighter being damaged by the paladins mark or doing nothing which is just bad battle tactic.
And this change does not fix this problem at all.
Also the attack doesn't even need to have a realistic chance of hitting. The paladin can mark the enemy and then run away while firing arrows from extreme range at the enemy which only hit on a 20 and it would work
Except that this is not the goal of this tactic. The paladin is not drawing the enemy away from someone else as this tactic requires the monster to not be able to attack the paladin, either through a fighter lock or range, so that it suffers automatic damage every round.
This "fix" doesn't fix this exploit at all.It just requires the paladin to not run away past bow range.
The premise is that the new paladins mark requires the paladin to attack the monster each turn to keep the mark active. But that doesn't fix the issue of exploiting this mark as the paladin can simply take a bow and still run away while a other defender locks the enemy down which leads to the same situation many people complained about in the Delve.
FireLance said:Let's not confuse the problems here. The "run away" paladin problem was a concern because it was too effective a tactic - the marked monster couldn't attack the paladin and would take damage if it attacked anyone else. This goes some way towards fixing the problem since the paladin can't actually "run away". He has to make at least a ranged attack against the target once per round. He can still avoid engaging opponents that only have melee attacks, but opponents with ranged attacks can attack him back.
And get an AoO from the fighter next to it.
Remember what the problem was in te Delve? The Paladin marking the enemy and the fighter lockingit into place so that the enemy either has to move past the fighter, getting AoOs, to attack the paladin, has to attack the fighter being damaged by the paladins mark or doing nothing which is just bad battle tactic.
And this change does not fix this problem at all.
Also the attack doesn't even need to have a realistic chance of hitting. The paladin can mark the enemy and then run away while firing arrows from extreme range at the enemy which only hit on a 20 and it would work
In addition, the paladin defends by drawing attacks, not with "stickiness" like a fighter. A paladin doesn't need to be close to the enemy to defend. His challenge still works against opponents that could attack the party while remaining out of melee reach, e.g. an archer on a ledge or a balcony, by drawing such ranged attacks away from the other characters.
Except that this is not the goal of this tactic. The paladin is not drawing the enemy away from someone else as this tactic requires the monster to not be able to attack the paladin, either through a fighter lock or range, so that it suffers automatic damage every round.
This "fix" doesn't fix this exploit at all.It just requires the paladin to not run away past bow range.