So I have run 3 playtests so far and have a 4th coming up thiis weekend. The house rules we have tried were as follows (we sometimes tried multiples per playtest on a per encounter basis):
1) If the paladin ends a movement farther away from the target then he started, it is removed.
2) If the paladin attacks anyone else but the target it is removed.
3) The Mark is removed at the start of each of the paladin's turns (requiring a minor action every round and staying within 5 to keep it up).
4) The paladin must end HIS turn within the burst radius (5) of the target to maintain the burst.
5) No change, the paladin can just run away and kill everything.
6) The paladin must stay within LOS.
7) If the target is prevented from moving or acting (Immobilized, stopped by the fighter, etc) the mark is removed.
So far 6+7 has worked the best as 3 sucks away minor actions from the guy which is really kind of unfair. 1 and 4 are too hard to keep track of and 2 is too restrictive, especially if the enemy has a higher move then the paladin. 6 by itself allows the a paladin/fighter combo too easily and 7 by itself allows the paladin to run away still. 6+7 has basically removed the broken aspect of the ability while still making it very strong (and since it goes on the monster's turn it is really easy to adjudicate as a DM). It is the path I will take until the final rules comes out.
1) If the paladin ends a movement farther away from the target then he started, it is removed.
2) If the paladin attacks anyone else but the target it is removed.
3) The Mark is removed at the start of each of the paladin's turns (requiring a minor action every round and staying within 5 to keep it up).
4) The paladin must end HIS turn within the burst radius (5) of the target to maintain the burst.
5) No change, the paladin can just run away and kill everything.
6) The paladin must stay within LOS.
7) If the target is prevented from moving or acting (Immobilized, stopped by the fighter, etc) the mark is removed.
So far 6+7 has worked the best as 3 sucks away minor actions from the guy which is really kind of unfair. 1 and 4 are too hard to keep track of and 2 is too restrictive, especially if the enemy has a higher move then the paladin. 6 by itself allows the a paladin/fighter combo too easily and 7 by itself allows the paladin to run away still. 6+7 has basically removed the broken aspect of the ability while still making it very strong (and since it goes on the monster's turn it is really easy to adjudicate as a DM). It is the path I will take until the final rules comes out.