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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Hate or aggro rules in 4e
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<blockquote data-quote="KarinsDad" data-source="post: 3727196" data-attributes="member: 2011"><p>I prefer a more plausible solution to the defender issue.</p><p></p><p>Quasi-mystical abilities for "fighter types" or "defender types" that affect others with no saving throw do not seem balanced.</p><p></p><p>Instead, I would give the defender other abiliites which seem more plausible and balanced.</p><p></p><p>Instead of penalties for an opponent (How are you giving him a penalty by glaring at him? I don't know. How are you able to affect him, even if he walks away from you and attacks someone 30 feet away? I don't know.), have maneuvers such as:</p><p></p><p>1) Taking an additional 5 foot step outside his turn so that he can cover a slightly larger area for an AoO, or:</p><p></p><p>2) Giving him a lunge ability that allows him to stretch out and reach with an AoO, etc.</p><p></p><p>An extra positive maneuver outside the defender's turn as opposed to penalities with no saves against enemies which have no real plausible explanation.</p><p></p><p>From a plausibility point of view, Iron Guard's Glare is awful. Someone thought of a neat mechanic and then came up with a terrible explanation for why it works. IGG is totally nonsensical and what is worse is that it has no saving throw.</p><p></p><p>Yikes! <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>In fact, Bo9s and PHBII are filled with such bizarre and non-defensible abilities.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3727196, member: 2011"] I prefer a more plausible solution to the defender issue. Quasi-mystical abilities for "fighter types" or "defender types" that affect others with no saving throw do not seem balanced. Instead, I would give the defender other abiliites which seem more plausible and balanced. Instead of penalties for an opponent (How are you giving him a penalty by glaring at him? I don't know. How are you able to affect him, even if he walks away from you and attacks someone 30 feet away? I don't know.), have maneuvers such as: 1) Taking an additional 5 foot step outside his turn so that he can cover a slightly larger area for an AoO, or: 2) Giving him a lunge ability that allows him to stretch out and reach with an AoO, etc. An extra positive maneuver outside the defender's turn as opposed to penalities with no saves against enemies which have no real plausible explanation. From a plausibility point of view, Iron Guard's Glare is awful. Someone thought of a neat mechanic and then came up with a terrible explanation for why it works. IGG is totally nonsensical and what is worse is that it has no saving throw. Yikes! :lol: In fact, Bo9s and PHBII are filled with such bizarre and non-defensible abilities. [/QUOTE]
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Hate or aggro rules in 4e
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