I've solved the aggro issue! And everyone will love my ideas and praise me as a god amongst gods! Because I am awesome. And handsome.
I wanted to start another thread for this because I felt it deserved it's own discussion rather than intermingling with the arguments in the "Aggro" thread which, ironically enough, aggravated me
The idea is fairly simple and isn't really anything new, it's more of a new way of THINKING and PERCEIVING how threat and the tank's role work in an RPG. And even then, it's probably not new, just me thinking it's new because I have a very high opinion of myself and my brilliance.
Annnnnyway, the idea came from what some people said in the other thread about how the tank's ability shouldn't require an artificial threat mechanic and instead should have the abilities required to do their role as tank, without forcing an artificial decision on the DM. A tank can't just be threatening in terms of damage since that would negate the need for strikers and a tank can't be unhittable because that would make them the worst target, not the best target. But they also can't have low AC or low damage as that means they're ineffective in their role and we have wizards for meat-puppets that fall under the burden of a light breeze anyway.
Essentially, the answer, I believe, is still within the mechanics but it should be within the role of the tank class as well. I've discussed before about expanding the role of basic attacks and I think this is where two birds could be killed with one tank.
If we make Trip, Disarm, Push, Pull, Slide, Attack, Defend, all 'basic' actions, balanced within themselves to make none more superior than the other (so that even a basic basic attack is still an option worthy of using in amongst all the others), this gives everyone in the group a bunch of interesting options for melee combat regardless of their class or role.
But if the tank classes are more effective at these actions, through basic class abilities rather than as extra powers, then they also gain the ability to defend their charges more effectively and become tanks through their actions rather than through some artificial 'marking' mechanic or vanilla damage increases.
This also makes tanks (aka fighters) the most effective... fighters. In essence, a fighter should be a melee controller. Just with better damage and defences. After all, that's what their role is really about. It's about controlling enemies so that they have difficulty in going for the squishies and are forced into attacking the heavily defended, high hit point character instead. Leave damage to the strikers.
That's my (brilliant) opinion, anyway.
I wanted to start another thread for this because I felt it deserved it's own discussion rather than intermingling with the arguments in the "Aggro" thread which, ironically enough, aggravated me

The idea is fairly simple and isn't really anything new, it's more of a new way of THINKING and PERCEIVING how threat and the tank's role work in an RPG. And even then, it's probably not new, just me thinking it's new because I have a very high opinion of myself and my brilliance.
Annnnnyway, the idea came from what some people said in the other thread about how the tank's ability shouldn't require an artificial threat mechanic and instead should have the abilities required to do their role as tank, without forcing an artificial decision on the DM. A tank can't just be threatening in terms of damage since that would negate the need for strikers and a tank can't be unhittable because that would make them the worst target, not the best target. But they also can't have low AC or low damage as that means they're ineffective in their role and we have wizards for meat-puppets that fall under the burden of a light breeze anyway.
Essentially, the answer, I believe, is still within the mechanics but it should be within the role of the tank class as well. I've discussed before about expanding the role of basic attacks and I think this is where two birds could be killed with one tank.
If we make Trip, Disarm, Push, Pull, Slide, Attack, Defend, all 'basic' actions, balanced within themselves to make none more superior than the other (so that even a basic basic attack is still an option worthy of using in amongst all the others), this gives everyone in the group a bunch of interesting options for melee combat regardless of their class or role.
But if the tank classes are more effective at these actions, through basic class abilities rather than as extra powers, then they also gain the ability to defend their charges more effectively and become tanks through their actions rather than through some artificial 'marking' mechanic or vanilla damage increases.
This also makes tanks (aka fighters) the most effective... fighters. In essence, a fighter should be a melee controller. Just with better damage and defences. After all, that's what their role is really about. It's about controlling enemies so that they have difficulty in going for the squishies and are forced into attacking the heavily defended, high hit point character instead. Leave damage to the strikers.
That's my (brilliant) opinion, anyway.