I like the move with some monsters and the 4E Essentials Paladin towards simple Aura effects. It translates fine off-grid as well - just abstract it to "enemies engaged with you in melee," "adjacent foes," or "anyone in reach of your sword-arm."
It doesn't have to be an attack roll for the PC or monster all the time either. It should be quick and dirty: enemy disengaging takes X damage, enemy must make a saving throw to disengage, any enemy disengaging is slowed.
Take this for example:
Hold the Line - Aura 1
Adjacent enemies have -1 to hit your allies.
Enemies starting their turn adjacent to you are locked in combat. To leave their place they must make a saving throw. On success they suffer X damage and may move freely this turn. On failure they lose their move action.
That's the "sticky" defender style of melee fighting. You could substitute any number of effects in their for customization - perhaps escalating damage and penalties at risk as you continue to advance as a warrior.
You could even just scratch the saving throw entire as say something like: Adjacent enemies are slowed (base movement reduced to 10ft.). Enemies that move away from you suffer X damage.
- Marty Lund