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D&D Older Editions, OSR, & D&D Variants
Hate or aggro rules in 4e
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<blockquote data-quote="Malhost Zormaeril" data-source="post: 3728415" data-attributes="member: 49669"><p>To me, the problem lies in the way D&D handles combat altogether. Consider a fighter acting as bodyguard for a wizard against, say, an orc. How can the fighter make sure the orc doesn't come close to the wizard? Realistically, when the orc steps close to the wizard, the fighter steps in between them. In D&D, this is not possible, because when someone moves, everyone is frozen.</p><p></p><p>How to solve this?</p><p></p><p>In the ancient SF:tSG game from White Wolf, initiative was handled in a top-down fashion: First, the <strong>slowest</strong> character moves. At any point, though, a character with higher initiative may interrupt them and make their actions. Characters with still higher initiative can interrupt those, and so forth, and so on. Of course, this way initiative needs to be rolled every round again, but it naturally solves the problem of the tank wanting to guard a teammate: interrupt the foe and block its path.</p><p></p><p>Of course, if there are more opponents than tanks, one of those may pass through while the other is blocked; that is realistic, too. And if the monster is really quick, the tank will simply not act fast enough to block its path... That would be a pretty simple solution to the problem, and does not require quasi-mystic evil eye stances of any sort. Those can be added later, for fun...</p></blockquote><p></p>
[QUOTE="Malhost Zormaeril, post: 3728415, member: 49669"] To me, the problem lies in the way D&D handles combat altogether. Consider a fighter acting as bodyguard for a wizard against, say, an orc. How can the fighter make sure the orc doesn't come close to the wizard? Realistically, when the orc steps close to the wizard, the fighter steps in between them. In D&D, this is not possible, because when someone moves, everyone is frozen. How to solve this? In the ancient SF:tSG game from White Wolf, initiative was handled in a top-down fashion: First, the [b]slowest[/b] character moves. At any point, though, a character with higher initiative may interrupt them and make their actions. Characters with still higher initiative can interrupt those, and so forth, and so on. Of course, this way initiative needs to be rolled every round again, but it naturally solves the problem of the tank wanting to guard a teammate: interrupt the foe and block its path. Of course, if there are more opponents than tanks, one of those may pass through while the other is blocked; that is realistic, too. And if the monster is really quick, the tank will simply not act fast enough to block its path... That would be a pretty simple solution to the problem, and does not require quasi-mystic evil eye stances of any sort. Those can be added later, for fun... [/QUOTE]
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Hate or aggro rules in 4e
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