Presumably the monster doesn't want to spend a round hobbling across the board and not attacking when there's a perfectly good monk to squash. Its the decision that most players would make in that circumstance. The incentive is getting to make an attack instead of not making an attack.As a side effect, maybe. But there's no real incentive for the monster to stay where he is. Why not move closer to a target he's more interested in? It'll save him movement points later on.
Presumably the monster doesn't want to spend a round hobbling across the board and not attacking when there's a perfectly good monk to squash. Its the decision that most players would make in that circumstance. The incentive is getting to make an attack instead of not making an attack.
Whatever, I'm not going to argue it. I think its pretty clear that powers that force an enemy to hold still, adjacent to a melee character, and attack that melee character are Defender powers. If they aren't, there's no such thing as a Defender. I think this is clear enough that I do not need to defend it.
Fortunately, character design is not compelled to adhere to such absolutes. Melee-range control effects can just make for a tougher version of a controller, just like a barbarian seems to be a toughened-up striker because he can't play "keep away" like other strikers. Wizards don't have melee attacks, but they're jam-packed with close attacks that leave them a step or two away from aggro--and the majority of their attacks are soft controls like raw damage, not hard controls of the "hold still" variety. From the previews shown, druids seem to have plenty of melee control effects in their beast shapes.All doable, but not a controller if you're doing them in melee range.
If you inflict status effects at melee range, then like 90% of the time the upshot of what you're doing is that you're locking an opponent in place and forcing it to fight you. Making you a defender.
Not to put too fine a head on things, but here's the reality check: if you're unwilling to entertain discussion, then you oughtn't stand up and start telling people what's what. You asserted a criterion of range on controller powers that doesn't seem to be born out by the extant data, and when folks try to point that out, you summarily announce you don't want to talk about it.Whatever, I'm not going to argue it. I think its pretty clear that powers that force an enemy to hold still, adjacent to a melee character, and attack that melee character are Defender powers. If they aren't, there's no such thing as a Defender. I think this is clear enough that I do not need to defend it.
I don't know about the monk but it would be possible for a Ki character to be a controller via mundane effects if you go with the Wushu that seems to prevade many 4E powers.
How about clouds of shurikens and darts to slow enemies, or mini-caltrops, making dangerous ground. Poison might be a viable power-up. Ninja type flash pellets could also be used to daze, blind or stun enemies.
Plus you could have some kind of arrow cutting/ deflecting that rebounds enemy missile attacks back onto them or their allies.
That's actually how I wish the rogue would have been handled; a martial master of dirty tricks and traps that harass and hinder the enemy.I don't know about the monk but it would be possible for a Ki character to be a controller via mundane effects if you go with the Wushu that seems to prevade many 4E powers.
How about clouds of shurikens and darts to slow enemies, or mini-caltrops, making dangerous ground. Poison might be a viable power-up. Ninja type flash pellets could also be used to daze, blind or stun enemies.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.