Gloombunny said:But it is illogical, because ultimately the things the tank is doing are nowhere near as threatening as what the DPSers are doing. Not to mention the healers. It doesn't take a tactical genius to realize that you can kill the tank much faster if you first kill the extremely fragile guy who's constantly healing him.
That's, um, not an aggro system you're describing there. The whole point of an aggro system is that it shortcuts the design work of making "attack the fighter" a reasonable option and just makes the monsters do it anyway.
The theory isn't absurdly illogical. If Fighter A is super dangerous if ignored, you can't ignore the fighter. Its basic logical theory. The practice in MMOs though is illogical because they just add threat to fighter moves because they want him hit not because its somehow more threatening. Also in MMOs fighters can stay up the entire fight if he is exclusively being pounded on with healer support while a mage will drop in a round. The disparity in pen and paper games is usually not nearly as large. So while the mage is a softer target he isn't a paper target vs a main battle tank target.
What it looks like they did is create a agro mechanic that works on the human mind and not the AI. And yes it is basically a agro system. You are creating threat so the human DM makes the decision to hit the fighter instead of the mage. Just like in a mmorpg you create threat so the AI mind decides to attack the warrior instead of the mage. So instead of saying here is a debuff which we tack on an extra 500 threat with, they instead say if you pass by a fighter you get hit by this immediate action, and trust me you want to avoid that immediate action. Its best you deal with the fighter first.
The only real difference against a human DM instead of an AI you have to make the threat real and not an arbitrary 500 tacked on.