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D&D Older Editions
Hate or aggro rules in 4e
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<blockquote data-quote="The Souljourner" data-source="post: 3727026" data-attributes="member: 1622"><p>This is D&D not an MMORPG. You don't get free "please attack me and only me" abilities.... They're a crutch that originated on MUDs that didn't have graphics, so there was no way for the cloth wearers to "Stay away" from the big baddies. It continued in MMORPGs probably because they don't have the processing power to run complicated AIs for the 10,000 or so fights going on at any one time on a server. </p><p></p><p>In D&D, monsters behave rationally (according to their temperament and intelligence of course). The DM is their AI and determines in some manner he thinks is logical who the monster will attack.</p><p></p><p>I would really hate it if the fighter class had a ton of abilities that somehow mysteriously keep baddies only attacking himself. Even taunt type things should only work against intelligent monsters, and then only in very limited capacities... otherwise it's just not at all realistic.</p><p></p><p>I really love Iron Guard's Glare... I have a low level Crusader who took it, and it's always the bane of the DM. *that* is how you should handle defensive abilities - don't have the ability force the enemy to attack you, that's unrealistic.... have the ability make you the logical choice for attack. In the case of Iron Guard's Glare, giving the enemy -4 to hit your allies is a pretty good incentive.</p><p></p><p>The good thing about that, is that it's doesn't take away the DM's control of his monsters.... no DM likes that. Instead, it's just a tactic to which he has to decide how the monsters react.</p><p></p><p>As for DMs that never have enemies run away.... that's the fault of the DM, not the rules. Whether or not someone runs away from a fight should be a roleplaying decision, not a rules decision. The DM is roleplaying his monsters, if you think he's not doing a good job, I'd suggest talking to him about it (not during a session) and see if you can get him to try to change how he roleplays his monsters. Rules that dictate roleplaying are almost always a bad idea.</p><p></p><p>-Nate</p></blockquote><p></p>
[QUOTE="The Souljourner, post: 3727026, member: 1622"] This is D&D not an MMORPG. You don't get free "please attack me and only me" abilities.... They're a crutch that originated on MUDs that didn't have graphics, so there was no way for the cloth wearers to "Stay away" from the big baddies. It continued in MMORPGs probably because they don't have the processing power to run complicated AIs for the 10,000 or so fights going on at any one time on a server. In D&D, monsters behave rationally (according to their temperament and intelligence of course). The DM is their AI and determines in some manner he thinks is logical who the monster will attack. I would really hate it if the fighter class had a ton of abilities that somehow mysteriously keep baddies only attacking himself. Even taunt type things should only work against intelligent monsters, and then only in very limited capacities... otherwise it's just not at all realistic. I really love Iron Guard's Glare... I have a low level Crusader who took it, and it's always the bane of the DM. *that* is how you should handle defensive abilities - don't have the ability force the enemy to attack you, that's unrealistic.... have the ability make you the logical choice for attack. In the case of Iron Guard's Glare, giving the enemy -4 to hit your allies is a pretty good incentive. The good thing about that, is that it's doesn't take away the DM's control of his monsters.... no DM likes that. Instead, it's just a tactic to which he has to decide how the monsters react. As for DMs that never have enemies run away.... that's the fault of the DM, not the rules. Whether or not someone runs away from a fight should be a roleplaying decision, not a rules decision. The DM is roleplaying his monsters, if you think he's not doing a good job, I'd suggest talking to him about it (not during a session) and see if you can get him to try to change how he roleplays his monsters. Rules that dictate roleplaying are almost always a bad idea. -Nate [/QUOTE]
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