Mishihari Lord
First Post
Without a "marking" mechanic, assassins can just stroll past the fighter and assassinate the king he's protecting. The fighter's only chance of stopping them is to kill them before they can walk past him. Such mechanics (or in this case, a lack thereof) promote a rocket tag style of play where MOAR damage is always king, to which I say no thank you.
I agree that this is a big problem, and that fighters should be able act as defenders. I think that marking is the wrong approach to fix it, though. My preferred approach would be to allow fighters to deny movement through an area, with some type of roll to not make it 100%.
A off-the-top-of-my-head example of this approach would be a "defender" feat. A fighter with this feat can designate a defendee, who must be an adjacent square. One per round he can physically interpose himself between an attacker and his defendee. He automatically moves between the two. The attacker may make a roll roll to bypass the defender and attack the defendee anyway. To do this he makes an attack roll against against the defender. The defender gains +5 to his AC for the purpose of this roll. A "hit" does no damage but allows the attacker to make a normal attack against the defendee.
Another good one would be a "hold the line" feat." A fighter with this feat prevents movement by opponents in any adjacent square. To move anyway, an enemy would need to make a roll to hit the defender with a penalty of -5. A hit does no damage but allows movement. (The attacker could choose to attack normally too) Also, if the defender does not move during his turn, he may take up to full movement during opponents' turns. (This allow interception of incoming attackers)
I can see a bunch of holes in these approaches, and there are other good approaches to take, but that's kind of the direction I would like to see it go.
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