Mustrum_Ridcully
Legend
I think I used the wrong term with "meta-game". What I meant is that it was an abstract measure with little foundation. It's just a numbers game, not something you could describe as something that would happen in the "real" world. "logically", the threat should be related to actual damage done (or healed), but due the specific mechanics in place, it's artificially inflated for melee warriors so that they get hit instead of the casters.Khaalis said:I agree they specifically avoided the term Aggro because too many people would do the "Oh its WoW" complaint. However, overall it is the same basic concept (not that I have a personal issue with this, I think its a good thing).
FYI:
Aggro is the term used for the creature's current target of attack ("Who has aggro?") What determines who a mob aggros (targets) is "Threat" but Aggro is often used in general to cover both concepts in one word. Also, the terms predate WoW by many years. Additionally, threat IS a hard, calculable number, not a meta-game concept. Each action a PC does ranks up "threat points". The PC with the most "threat" gets aggro. Warrior's in WoW (and most games) are designed to generate as much threat as possible, so as to hold the attention of the mob. Obviously this doesn't equate over to a tabletop RPG due to the high volume of number crunching and equations involved. However, the basic "idea" of threat is being used and described as "stickiness" - keeping a foe's attention focused on the fighter (or other defender) instead of the more squishy members of the party.
I think that's the key difference between the WoW and the D&D 4 approach (aside from the fact that D&D monsters are run by a DM who could and probably often would ignore any "threat" generated, unlike the computer). Stickiness doesn't just pretend it's a bad idea to ignore the fighter - it makes it a bad idea to ignore him.