Camelot
Adventurer
I don't like "aggro." It's not even a word. I understand why they use it in MMOs, because the AI is not advanced enough to make decisions. But the way it goes about it so superficial, that I'm glad it's left to video games and not tabletop games.
Many have said that 4e "marking" is a tabletop version of "aggro." I like how it is handled in 4e, as it doesn't force the monsters to make a certain decision, but adds in more factors to their decision making. It's not really "aggro" at all.
I'm trying to think of other possible "marking" or "aggro" mechanics that can be used in a hypothetical tabletop combat game. In it's simplest definition, the purpose of "aggro" is to get the enemies to attack one guy and not another. So, body blocking (i.e., having the fighter in front of the wizard) is, in my book, a form of "aggro." However, that leaves a wide gap from that to 4e "marking." What other mechanics could be used for tabletop "aggro?"
Many have said that 4e "marking" is a tabletop version of "aggro." I like how it is handled in 4e, as it doesn't force the monsters to make a certain decision, but adds in more factors to their decision making. It's not really "aggro" at all.
I'm trying to think of other possible "marking" or "aggro" mechanics that can be used in a hypothetical tabletop combat game. In it's simplest definition, the purpose of "aggro" is to get the enemies to attack one guy and not another. So, body blocking (i.e., having the fighter in front of the wizard) is, in my book, a form of "aggro." However, that leaves a wide gap from that to 4e "marking." What other mechanics could be used for tabletop "aggro?"