ExploderWizard
Hero
WalterKovacs said:Of course, the fighter in 4e is very different from the fighter in 3e/3.5. He's not supposed to be the one doing the most damage in each attack ... he's supposed to be the one with the best AC, the most hit points, the one that keeps an opposing character locked down so that the rogue, or the ranger, or the warlock can do the most damage. One of the strikers is more likely to take out a single character quickly ... that is their job. It's not a fighter's job to do that anymore ... so that changes things a bit.
This is type of change I feel uncomfortable with. In my opinion "aggro mechanics" have no place in tabletop games. They exist in computer games because the encounters are run by a CPU that needs a mathematical formula to calculate threat and govern behavior. A pen and paper game is run by a DM with a brain (hopefully). Granting classes artifical abilities to make them "sticky" screams MMORPG. I can accept a fighter having an ability to "hold a creature at bay" when defending a narrow gap that prevents the opponent from moving past but the whole marking concept just feels wrong. I enjoy playing WOW a lot, but I play tabletop RPG's for a different experience than that.
On another note, you have a good point about relative threat. The minions rules do look interesting and I will actually use them in play before totally dismissing them.