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From the WotC Boards: Mearls on 'Aggro'
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<blockquote data-quote="Mad Mac" data-source="post: 3882633" data-attributes="member: 27873"><p>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. </p><p></p><p> 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. </p><p></p><p> 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. </p><p></p><p> 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.</p></blockquote><p></p>
[QUOTE="Mad Mac, post: 3882633, member: 27873"] 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. 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. 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. 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. [/QUOTE]
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