Plane Sailing
Astral Admin - Mwahahaha!
How so? If the mark is unbreakable, no one else will be able to mark the target after the initial mega-mark hits.
You're right of course. Serves me right for posting when tired!

Cheers
How so? If the mark is unbreakable, no one else will be able to mark the target after the initial mega-mark hits.
If the fighter desperatedly wants to be the one who marks the BBEG, can't he just tell his Paladin chum to stay the frak out? (In other words, why use up a valuable power to do something simple communication can do better?)
Slightly confused,
Zapp
They basically piss the creature off so much they don't forget about it in a few seconds. The 15th level one, basically, is the Zorro move of carving your initials in his chest...you ain't forgetting that anytime soon.In game terms, I understand the benefit of perma-marking a foe, so you can attend to other markers, and get the benefits even if that enemy flies away.
(I don't understand how to explain this in the game world - how can a Fighter have any bearing on what the Dragon does to your Wizard buddy if he can't reach the Dragon? - but I have also realized you're not supposed to care for verisimilitude if you want to play 4E)
Not so unbreakable, I think...
Isn't there a Rogue Utility that takes away a mark?
Something along the lines of "If you're marked, you end that condition" ?
Edit: Yeah, Marked Escape, a Rogue Utility 2 power.
A lot of roleplayers get the marking system confused. Over and over again I have seen (or heard about) players who forgot to mark their targets, didn't know the amrks only lasted one round, or didn't know that a target could be marked even on a miss.
I imagine this is the game designers' way of simplifying things without errata: a kind of new fire and forget marking system that most anyone can understand.
I expect at least 80% of parties have only one defender.
From that perspective, preventing other defenders from marking the target is irrelevant and the mega-mark on the BBEG is pure win agains skirmisher type of monsters who are difficult to tie down.