TwinBahamut
First Post
I can't speak for the people who think it is "obvious", but if you ask me, the main problem with Aggro rules is the fact that they cause battles to be dangerously unstable. Such rules depend on the tank being on the top of the aggro list at all times, and that other party members deliberately hold themselves back to avoid being above the tank on the aggro list. Unless the whole party obsesses over aggro control at all times, and nothing occurs outside of the team strategy, then fragile attackers or healers tend to be killed suddenly. It reduces team flexibility and the chance of trying new strategies, and forces a game where everyone does the same thing all the time.SteveC said:I'm not sure that all this posturing is really accomplishing much of anything, especially given that we've been told that the rules are not going to make it into 4E.
At the same time, a number of folks have said that it's "obvious" that these rules are a bad idea for both D&D and MMORPGS. It isn't obvious to me in either case, so I ask: why is it obviously bad game design to include agro-like rules in either a MMORPG or D&D. I ask this because World of Warcraft seems to be fairly popular despite having such rules.
Just Wonderin',
--Steve
Anyone's guess is as good as mine as to why it works for WoW. The only MMORPG I have ever played is Everquest, so I know exactly how bad aggro rules can be implemented, and the problems they cause.
