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How do you RP marking?
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<blockquote data-quote="Doctor Proctor" data-source="post: 5064285" data-attributes="member: 78547"><p>Exactly. That's why this would work so well for a Warden with a DM that likes to ignore marks. Wardens don't punish shifts anyway, unlike Fighters, but eliminating them entirely <em>forces</em> the enemy to stay put or suffer an OA...and consequently, be slowed on a hit.</p><p></p><p></p><p></p><p>The problem with that though is that there's simply no good choice. Additionally, it's ripe for abuse...I mean, why stop at two Defenders? Why not get 5? All of them Pally's too, that way the damage is automatic, doesn't cost an action and they can't miss the target! </p><p></p><p>See the issue? Against a single target they might dishing out 4 instances of DC damage if it makes an attack, which will add up quick (especially assuming high CHA builds and feats to optimize this damage). With the new rules in Divine Power it's now even <em>easier</em> to do this to multiple opponents at a time by using your minor to DC and then using your attack to Divine Sanction one or more enemies. </p><p></p><p>Plus, in the case of Fighters, who are Martial PC's and therefore don't rely on any sort of magical effect for these marks and their resulting punishments, you have to explain how <strong>5</strong> PC's are able to harry and distract an opponent with equal effectiveness.</p><p></p><p>The system just works a lot better as is, with only Defender marking an opponent at a time. Yes, there can occasionally be some fluff issues between things like Combat Challenge and Divine Challenge, but on the whole I'd rather have that whole parties of Defenders arguing over which of the 4 Immediate Interrupt attacks went first when the monster violated 4 marks at once. Plus, the actual <em>mechanic</em> can be resolved by something infinitely simpler, which is party communication. "You mind if I mark this guy instead?" makes mark overrides easier to explain, and just plain tends to work better.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 5064285, member: 78547"] Exactly. That's why this would work so well for a Warden with a DM that likes to ignore marks. Wardens don't punish shifts anyway, unlike Fighters, but eliminating them entirely [I]forces[/I] the enemy to stay put or suffer an OA...and consequently, be slowed on a hit. The problem with that though is that there's simply no good choice. Additionally, it's ripe for abuse...I mean, why stop at two Defenders? Why not get 5? All of them Pally's too, that way the damage is automatic, doesn't cost an action and they can't miss the target! See the issue? Against a single target they might dishing out 4 instances of DC damage if it makes an attack, which will add up quick (especially assuming high CHA builds and feats to optimize this damage). With the new rules in Divine Power it's now even [I]easier[/I] to do this to multiple opponents at a time by using your minor to DC and then using your attack to Divine Sanction one or more enemies. Plus, in the case of Fighters, who are Martial PC's and therefore don't rely on any sort of magical effect for these marks and their resulting punishments, you have to explain how [B]5[/B] PC's are able to harry and distract an opponent with equal effectiveness. The system just works a lot better as is, with only Defender marking an opponent at a time. Yes, there can occasionally be some fluff issues between things like Combat Challenge and Divine Challenge, but on the whole I'd rather have that whole parties of Defenders arguing over which of the 4 Immediate Interrupt attacks went first when the monster violated 4 marks at once. Plus, the actual [I]mechanic[/I] can be resolved by something infinitely simpler, which is party communication. "You mind if I mark this guy instead?" makes mark overrides easier to explain, and just plain tends to work better. [/QUOTE]
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