Zweischneid said:I think there's some misconception of what "Aggro" means.
Noones saying there shouldn't be guidlines and tactical tips in the MM to teach you (or give you ideas) on how to effectively go about. Infact, as far as we know they will be in there.
An "aggro" system however much more integrated into the core mechanics and only ever useful if it can by accessed by PC capabilites (i.e. players able to "taunt" monsters, redirect "aggro", etc..). In that regard, it's clearly taking a DM job and putting it into the players hand for purposeful exploitation (and vice versa, see below).
I think the reverse concern M.Mearls expressed at the end of his post captures the issue quite well.
By turning the tables, I think it's obvious to see how "aggro" potentially threatens to turns a collegial game (where DM and players collaborate to tell fantastic stories) into an antagonistic setup where the meta-level struggel about the strategic control of NPCs and PC (yes, a DM would be able to use "aggro" against players aswell) takes the focus away from the actual game (i.e. I'm a fantasy warrior battling fearsome creatures).
That, obviously, should be a no-go from the start.
Well I think it's important to note that based on what they said, they never actually considered an aggro system where different actions generated different amounts of threat. All they considered was giving a taunt type ability to defender class characters that forced a (presumably single) enemy to attack them. Many people were talking as if the aggro thing was a set of rules that forced every monster to attack certain targets, but that would seem to be a completely unsupported overreaction.