helium3 said:
But my point is that they're similar enough that it's reasonable to presume that one of the other classes that does "it" has a power that causes damage if you don't attack the placer of the mark/quarry/curse.
Nothing personal helium3, but I'm constantly amazed that people still don't understand how divine challenge works.
It doesn't cause damage "unless the enemy attacks you". It causes damage "if the enemy attacks and the targets don't include you".
So the following are completely legitimate actions that a creature might take without incurring Divine Challenge damage:
1. buffing their allies
2. using any healing ability they might have
3. make skill checks, even if those checks cause damage (eg. toppling a statue onto a PC)
4. use area attacks (eg. breath weapons or spells) so long as the paladin is a target.
5. use multi-target attacks (eg. the Ranger daily) so long as the paladin is one of the targets
6. use "splash" attacks (such as the wizard's Acid Arrow) so long as the paladin is the main target.
7. whistle dixie
8. run away
I personally don't see what the furore is about. The paladin can use his mark to cause damage. The fighter can't. The paladin can't physically stop the monsters reaching the wizard. The fighter can. Seems more-or-less fine to me.
While there is an obvious synergy in having 2 defenders, I don't see how it's any more of a problem than having two controllers, two strikers or 2 leaders.
Edit: Of course, all of the above is based on the "Corrin Reedson" version of Divine Challenge. Who knows what the exact wording of the ability will be after the "errata"...