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Hate or aggro rules in 4e
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<blockquote data-quote="The Souljourner" data-source="post: 3727723" data-attributes="member: 1622"><p>As hussar said, Aid another is NEVER used. The only time it's used is when one combatant realizes it is impossible for him to affect an opponent, and only *then* does aid another come out, and it's usually to the tune of "What, I need a 19 to hit and then even my max damage bounces? I guess I'll go aid another on Glarg the Barbarian, and hopefully the big bad won't decide to squish me".</p><p></p><p></p><p></p><p>Just in case you're not aware, it's not an activated ability, per se. It's a stance - once it's going, it just sticks around. My crusader has it on 24/7.</p><p></p><p>Yes, it's good. Yes, my DM bitches about it constantly. It's doing EXACTLY what its supposed to do. Make it a pain in the ass to attack someone else. So you know what happens? Either they attack me, or they just move out of my reach.... it only affects people I threaten.</p><p></p><p>What is the exact in-game explanation? I don't know... I'm very good at harrying opponents if they take their focus off me. It's kind of like the opposite of flanking.</p><p></p><p>is -4 to hit too much of a penalty? Possibly, but the mechanic is still sound.</p><p></p><p></p><p></p><p></p><p>As said before, Aid Another is pretty much "I skip my turn". </p><p></p><p>Really, IGG has nothing at all to do with protecting your allies, it's about harrying your opponents. Your allies can be 50 feet away, it's the enemies you're affecting, that's why it affects the enemies you threaten.</p><p></p><p>Whether or not it's balanced, it's a hell of a lot better than "I use Sunder Armor, and give the Ogre +10 hate on me". And D&D <em>does</em> need some better battle control mechanics. As it is, there's almost no way to actually protect your allies. Movement is too easy (and now they're talking about removing AoO!! Please, for god's sake, no.) and the turn based nature of the game means you can almost never interrupt someone else's action. Attacks of opportunity were, by far, the best addition to D&D ever. It added tactics to the battle like no other addition. It's the one thing that I would never tolerate being removed entirely from D&D. It adds barely any time to the fight, and adds SO much more tactics to the game.</p><p></p><p>IGG is at least a step in the right direction. Something that makes it a tactically sound idea to attack the Crusader, rather than his friends. </p><p></p><p>-Nate</p></blockquote><p></p>
[QUOTE="The Souljourner, post: 3727723, member: 1622"] As hussar said, Aid another is NEVER used. The only time it's used is when one combatant realizes it is impossible for him to affect an opponent, and only *then* does aid another come out, and it's usually to the tune of "What, I need a 19 to hit and then even my max damage bounces? I guess I'll go aid another on Glarg the Barbarian, and hopefully the big bad won't decide to squish me". Just in case you're not aware, it's not an activated ability, per se. It's a stance - once it's going, it just sticks around. My crusader has it on 24/7. Yes, it's good. Yes, my DM bitches about it constantly. It's doing EXACTLY what its supposed to do. Make it a pain in the ass to attack someone else. So you know what happens? Either they attack me, or they just move out of my reach.... it only affects people I threaten. What is the exact in-game explanation? I don't know... I'm very good at harrying opponents if they take their focus off me. It's kind of like the opposite of flanking. is -4 to hit too much of a penalty? Possibly, but the mechanic is still sound. As said before, Aid Another is pretty much "I skip my turn". Really, IGG has nothing at all to do with protecting your allies, it's about harrying your opponents. Your allies can be 50 feet away, it's the enemies you're affecting, that's why it affects the enemies you threaten. Whether or not it's balanced, it's a hell of a lot better than "I use Sunder Armor, and give the Ogre +10 hate on me". And D&D [i]does[/i] need some better battle control mechanics. As it is, there's almost no way to actually protect your allies. Movement is too easy (and now they're talking about removing AoO!! Please, for god's sake, no.) and the turn based nature of the game means you can almost never interrupt someone else's action. Attacks of opportunity were, by far, the best addition to D&D ever. It added tactics to the battle like no other addition. It's the one thing that I would never tolerate being removed entirely from D&D. It adds barely any time to the fight, and adds SO much more tactics to the game. IGG is at least a step in the right direction. Something that makes it a tactically sound idea to attack the Crusader, rather than his friends. -Nate [/QUOTE]
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