The problem with the original paladin's challenge was that it allowed a paladin to act "cowardly", he could challenge someone and then run away.
The new version prevents that, but it also limits the paladin's ability to hold down a couple of opponent's.
So we have a midway version that should fix the problems of both:
Insert this change to the paladin's challenge:
"The paladin's challenge remains on an opponent until you change your target, until a new mark supercedes yours, or until you make any movement that puts you farther away from your target."
In this version, the paladin can stand his ground, and call forth and opponent to face him. He can attack one character and challenge another, improving his tanking ability. But he still cannot run from his opponent and prevent his opponent from coming after him.
The new version prevents that, but it also limits the paladin's ability to hold down a couple of opponent's.
So we have a midway version that should fix the problems of both:
Insert this change to the paladin's challenge:
"The paladin's challenge remains on an opponent until you change your target, until a new mark supercedes yours, or until you make any movement that puts you farther away from your target."
In this version, the paladin can stand his ground, and call forth and opponent to face him. He can attack one character and challenge another, improving his tanking ability. But he still cannot run from his opponent and prevent his opponent from coming after him.