I'm getting, like, unhealthy amounts of mad, clicking on that broken link.
Then you are doing a very poor job at expressing you opinion. Because that is exactly what it sounds like.
-snip-
That works up until the marked enemy somehow gets away from the fighter (or the fighter attacked from range). Then 'concerned' (or distracted or the like) becomes a more plausible visualization - though still probably not the only one, considering how abstract D&D combat is there's a lot of flexibility in how you describe combat.Except he's not supposed to "remain more concerned" with the fighter. The enemy has a -2 to hit, representing the fighter's efforts to hinder attacks, and if he attacks someone else, the fighter gets to take advantage of the opening and attack.
This isnt even remotely gamist, its pure simulation. I dont see how this is remotely confusing to people.
Indeed. Just like the aforementioned help action for example.uh yeah, cause "reasons"
Unless they are designed to change those specific parts of the target's mental state that deal with whether the target would be a little scared of the knight. Those spells do.This response fails to address all the situations I mentioned. For example, Spells that dominate the mind can change a targets mental state instantly, and yet they don't remove a mark.
Then the target will stop freaking out and worrying about about the knight and restore their mental equilibrium. - Probably within the next . . . six seconds or so.And if we take your physical explanation seriously, what happens when a portcullis drops between the knight and the target?
You can describe it however you wish that the DM allows: just like most other mechanical systems can be narratively portrayed.We can talk all day long about exceptions and how DMs will or won't rule on them, but the more you describe how it works the more problems and exceptions it creates. Of course, at that point, you'll probably advise we just stop thinking too much about it "cause reasons".
Mechanics of fireball: as the spell description describes. Narrative of casting fireball? At DM's permission it can be anything that fits with the mechanics of the spell description.Explanation for Fireball = magic, but for Marking? yeah.... I have a hand full of narrative straws, lets see if you run out.
As I recall, 4e had names and flavour text with pretty much every ability. If you want real independence of flavour from mechanics, you need to go back to earlier editions where reskinning mechanics to fit different concepts was much more prevalent.So names and flavour are now independent of mechanics? .. you just proved my entire point. That's the 4e motto. That design doesn't sit well with many and it's one of the reasons people didn't like 4e.
OK. Perhaps more explanation is necessary. Which styles of play are not being considered?Yes, IMO (notice the capital letters).
Now you're telling me that I'm not saying what I'm saying.. funny. If my last statement didn't work for you I can say it again, "I am pointing that these UA sub classes are failing to consider other styles of play"
Marking makes more sense if you think of it as anger rather than fear (but 5e doesn't have an enraged condition so fear is the proxy). Think of pretty much any movie where dueling happens. The arrogant guy gets a cut below the cheek (no real damage, not blinded, not going to bleed out from that, just humiliation) and gets mad and obsessed with the other guy who scarred him. It also happens pretty often in sports movies, where the arrogant boxer gets caught with a lucky punch and looses it. While both of these examples involve unarmored combat (suggesting that maybe this would have been more appropriate as an ability for a rogue than a fighter), it also shows up in movies about knights where one guy slaps the other one with his glove, and honor requires the slapped guy to focus on the slapper.