Monsters have a move and a standard action. They can both move and attack. Only one of them can be affected by challenge if they shift or attack.
Yep - it's the downside of the come and get it and rain of steel method. One of them shifts, and they can all shift.
Mind you, the tactic is still pretty awesome
Yes, it is. Sorry, but automatically taking damage if you're in a spot at the start of your next turn truly does determine if you stay in that spot the next turn.
If it kills you, it does. But you're not taking automatic damage if you're 'in a spot'. You take automatic damage if you're next to the fighter. There's a _very_ key difference there.
Then your idea to add 1[W] damage to opportunity attacks and combat challenge attacks would be equally the "hunter's quarry approach" to being a defender. As would every feat that adds damage or accuracy to combat challenge or opportunity attacks.
No, because the important difference is that they only apply when the target doesn't follow the mark / respect you as a defender. They're incentives to let the defense work. If something happens regardless of what choice you make with respect to the defender... it's a different case.
For example, a fighter using a 2-handed weapon has better challenge and opportunity attacks than one with a 1-handed weapon. There's a real choice there. A fighter who gets Wis to opportunity attacks is more likely to land them, making them more dangerous. In general, fighter opportunity attacks are scarier than a Cha paladins. These all help him defend.
Option 1: Enemy takes -2 penalty to hit unless it moves away and can't attack the ally. Option 2: Enemy takes damage unless it moves away and can't attack the ally.
Ah, I see. How about if the enemy just attacks the ally, then moves. Or shifts, then attacks the ally. In both those cases, Rain of Steel does nothing in either case while a -2 attack _does_. Further, the enemy is disinclined to shift in the first place to avoid damage, or attack then shift in the first place, to avoid damage.
Rain of Steel doesn't stop your allies from being attacked except by killing things. It's really good at that, though.
If your goal is to encourage your enemy to move away and not attack your ally, the -2 to hit on the attack your ally in Option 1 is meaningless compared with not being able to attack at all. Option 2 is a real incentive for the enemy to move - not attacking to save its own skin.
Once again, it already took the damage. Whether it moves or not does not change the fact that it took damage and is not the deciding factor whether it takes damage in the future. Again, that's up to the fighter in who he chooses to be adjacent to.
It doesn't always make it easier. Sometimes the monster(s) and party member(s) will be in positions where the monster(s) have to move to allow the party member(s) to get away from them. Being sticky is (sometimes very) useful, but it isn't all there is to being a defender.
Of course not - you also want to deter their ability to attack your allies, raise your ability to withstand their attacks, and rescue your allies when possible.
Except in the facet of 'hey, they died', Rain of Steel does none of these things. Again, it's really great at 'hey, they died' though. I like the power, I use the power, but compared to something like Pinning Smash that locks an enemy down, it's not very defendery.
Again, you've imposed your will on them and limited their actions. A good thing.
You didn't limit their ability to attack your friends, however. You're doing damage, possibly in area like ways they want to avoid. Striker, Controller, sure. Defender, no.
Again, monsters can both attack the ally and move or shift in the same round.
This statement has no bearing on the one to which you responded.
There is a lot more incentive to move away from the ally when the damage is at the beginning. You've already been hit once and you're going to be hit a second time if you're still there next round. If the damage is at the end, the monster(s) can attack, stay and take the hit, and then make another attack the next round moving to avoid a second hit.
If Rain of Steel triggered at the end of the round, it would be a much weaker power, yes. But it would encourage movement more, because it would be in the monster's hands to be able to avoid it.
They get two attacks for one round of Rain of Blows damage.
Psst. Rain of Blows is a different power.
It's still a strawman. Doing more damage doesn't make something a striker ability or power. It's nonsense.
It's not nonsense, but I'll move on.
I play enough that I know you're wrong. It isn't a matter of trust. Damage now and then more damage at the start of your next turn is more of an incentive to move than damage at the end of a turn that you have your entire next round of actions to avoid.
Once again, _moving does not protect you from taking the damage_. The fighter will just move back next to you, and you will just take the damage again.
If your solo doesn't mind taking autodamage they can avoid by getting away from then yeah, it has no effect at all. Most monsters act differently when they're been wounded and are going to be a lot more wounded if they're in the same spot.
And again, except even more wrong because at least a non-solo has a greater chance the fighter will choose to attack someone else for some reason.
Rain of Steel doesn't do what you think it does. It's extremely powerful and I'll freely admit that it's more powerful than both examples I gave, no doubt. But that doesn't make it have the salient characteristics of a power that improve your ability to defend.
It completely and totally improves your ability to kick ass, and kicking ass will kill your enemies and make the fight easier. There's a reason I have it on my fighter.
Then again, I also have Armor of Agathys on my warlock because it deals autodamage to everyone I stand next to...