AbdulAlhazred
Legend
perhaps a distortion of "edderkopp" - norwegian for spider.... oh wait humor.
Attercop was Anglo Saxon for spider IIRC. That's why Tolkien had Bilbo run around saying it.
perhaps a distortion of "edderkopp" - norwegian for spider.... oh wait humor.
4e may well split it up into a lot of places.
Here is a trick 4e has a universal option of aiding another's Defense, or Attack or Skill use. However in their base form they just arent worth the Standard Action to perform even though the action benefit for attacks and defenses are automatic.
However if we change it to a minor action they would simply be too useful at least at lower levels where there isnt much competition for minor actions , especially if that combined with the various other enhancements to aid actions the game has.
So my idea is as THIS form is a deception a way to represent the limitation I call "fool me once shame on you" is to make the minor action a once per encounter feature. This is not quite functional however as you need to be able to do all of this at range which none of the standard aid moves allow. (the AID defense improves the subjects defenses by 2)
Now we are talking! something that is getting valuable! lets call it 10 squares, let it affect any of the 3 AIDs and this function could even be allowed all the time where you either talk your ally into doing it right or beleaguer your enemy (but you have to spend a standard after the first time)
Although your Hey ugly isnt exactly the same as the aid stealth skill, perhaps we could add a clause to enable it.
Note if the ability lets you Aid Defense has some interesting if subtle effects - if you aide an allies defense you in general become a generally better target for an enemy (this is a component of 4es marking mechanic actually).
While the above doesnt give you a pull in 4e pulls are generally part of class/race OR skill powers.
A skill power in bluffing called "What are you Chicken" might work very well.
A taunt which just caused your enemy to not be able to take an opportunity attack against your ally might be very useful. It would be a good distraction effect. To help enable escape... if it worked on multiple opponentssimilar to how an intimidation can.
Wizard's AW Winged Horde immediately jumps to mind as a model for balance purposes.
I think this isnt a bad analysis for 4e - but so far the taunts on here miss out on a lot.
However the everyman abilities lack something that is implied in Bilbos taunt and it was affecting multiple opponents in a way to help allies escape (marking is certainly power oriented version)
NOTE technically if someone can affect multiple enemies with intimidation telling them to attack you instead because you are the dangerous one a bluff seems entirely appropriate to do something similar and either might do something like a basic distraction effect which could allow allies to escape. I missposted the thought in another thread and @darkbard brought up a power to look at.
How about a general action that anyone can use:
distract - standard action, you may mark any opponent within 10 squares of you.
The name here is just generic, you can color this as a taunt or whatever you want. It gets the job done and seems hardly likely to cause any issues in play. Its a weak move, but now and then it would probably be worthwhile.
Remember a fighter can throw an improvised rock and mark an enemy while delivering damage.
If we want that to be valuable for them... it will take more. (d4 psychic damage +?)
Or perhaps it can cause the enemy to grant combat advantage to adjacent creatures
A fighter wouldn't probably use this option,
but a wizard might, or a cleric, etc. It might especially be interesting in cases where there are narrative reasons to want to divert an opponent from making an attack on your ally. I would note that it effectively obsoletes the 'defensive aid another' option, at least in many cases. TBH I think that was a worthless non-option anyway (trade your turn for a mere possibility that you grant an ally a +2 to all defenses, not really that great). Here you're trading your turn for a 100% chance of effectively granting all your allies a +2 to all defenses vs this one opponent. Most of the time this will get you what you want.
Give a fighter something to boost it up was my thought.
True about the obsolescence of Aid Defense but they already made it automatic no roll with errata.