Mad Mac said:
Actually, I'd say that games like Disgae love to dogpile squishy characters like mages and theives. You have to keep them well out of reach or they're pretty much insta-dead. Of course, this is actually feasible on a turn-based grid battle system.
Err, that is what I just said. The ones who get picked on are the vunerable ones, but not necessarily the dangerous ones. Thieves are not very threatening to monsters in Disgaea, at the very least.
For a traditonal JRPG, 3-4 characters lined up vs monsters, everyone can hit anyone else, and turn based, obviously tanking is not a factor. There is the intercept ability of the Knight class, but that's pretty much restricted to the FF series, you usually only get one guy who can do it, and it has a random chance of kicking in when HPs are critical. Not a major element of gameplay.
This isn't exactly true... In FFX, Auron's Guard and Sentinel abilities are active abilities which lets Auron protect all allies that turn reliably. In FFVI, Celes's Runic ability is an active defense which protects the aprty from magic. In FFIV, Cecil's Cover ability can be directed, and
always works on critically wounded allies. As such, I do say that they are important tactical elements in those games, at least.
In addition, the Defender and Blocker abilities from the Wild ARMS series are similar, and are quite useful, so it isn't limited to the Final Fantasy series. Wild ARMs 4 and 5 even integrate those abilities with a limited tactical movement system.
Considering that I just mentioned Runic, and the Wild ARMs Magic Defender and Magic Blocker abilities, I wonder if this whole conversation could be turned towards the concept of defending against magical abilities not limited to physical positioning, in addition to just physical attacks and the like. Certainly, that was a great problem for older editions of D&D, where you have very few options for defending yourself against a mage attacking from a distance.
Instead, what you have is "mage" characters who are not that much more frail than warriors, and huge amounts of healing availible. Not to mention that ability to "res" fallen characters multiple times during a battle at a rather trivial cost. Protecting mages in these games is usually just a matter of keeping their HPs topped off so they don't get KO'd in a single round. This also doesn't apply to D&D very well unless you want to go with a system that completely de-emphasizes movement in favor of healing every single round.
One classic element of the Final Fnatasy games that you are forgetting is the implied party formation system of back and front rows. The Suikoden series elaborates greatly on this concept, even though more recent FF games have de-emphasized it. The characters on the front row have greater attack options for at the cost of greater risk of injury, while characters in back rows are protected, but have fewer options for attack. There isn't explicit tanking in this set-up, but still accomplishes the purpose of having tough characters protect weaker characters.
D&D has never had a good system for "Tanking" either, unless you're always fighting in narrow corridors. I can see why the designers would be tempted to experiment with an aggro system, but what they eventually came up with--giving specific classes abilities that make them difficult to bypass, is a far more elegant solution.
I agree for the most part. I just dislike the idea of "making defenders impossible to ignore", and prefer the concept of "making it
physically impossible to bypass the defender".