Complexity /= "easier" for me.
Complexity in understanding a rule is different than the complexity in accomplishing the rule in the game once you understand it.
Complexity /= "easier" for me.
Except... when you are engaged in melee, you can't just run past someone. The only movement actions you can take are "Defensive Movement" such as a Fighting Withdrawal or Retreat. A Fighter needs only engage the Ogre and the Ogre must deal with the Fighter, or figure out some way to disengage.
Therefore, your example is false, and not by the rules. If Rich Baker is talking about the Ogre just "running past the fighter" or whatever, then clearly he doesn't know the rules.
Adding in two complex powers that don't do anything better than the basic rule of being engaged in melee and fighting withdrawal movements is not my idea of "easier".
Combine this with the fact that every defender in 4E has their own rules for acting as the tank means that the effects of complexity are cumulative... For each defender you add (with their own version "Combat Superiority" and "Combat Challenge") means that the system as a whole gets more and more complex.
Complexity /= "easier" for me.
OK... but what's wrong with defensively moving toward the Wizard? There's nothing in the rules against that. I don't understand what you're getting at here. The Ogre can always choose to disengage from the Fighter and end up nearer the Wizard. The only penalty in early editions was that he wouldn't be taking an attack on the Fighter... and there are no Opportunity Attacks to encourage him to stay with the Fighter.
Maybe the Ogre just has a thing against Wizards?![]()
Defensive Movement said:Movement in combat is handled per round, as explained before. However, only the following special forms of movement are possible once opponents are engaged in melee...
Fighting Withdrawal: A fighting withdrawal may be used in combat if the defender wishes to back up slowly. Movement backwards is limited to 1/2 the normal movement rate per round...
Retreat: Any movement backwards at more than 1/2 the normal movement rate is a retreat. If a creature tries to retreat, the opponent may add a +2 to all "to hit" rolls, and the defender is not allowed to make a return attack...
OK, but what does "backwards" mean?
Even without that, what if the thief was behind the ogre (which he would have to be to get a "backstab" - so the ogre pummels the thief. Or a party member is down and an adjacent monster intends to slit their throat - not a damned thing a(nother) fighter can do about it.
There is no doubt in my mind that 4E Fighters can do what D&D has always expected them to do (defend other party members) far more effectively, tactically and, for some, enjoyably than in any past edition. That's not to say past editions didn't have strengths - they did - just that this was never one of them.
It might be rules-legal, but it's not to my taste. The fact that the ogre cannot even choose to move past the fighter seems unrealistic. In this respect, I find the 4E approach to be far more reasonable.Your restating of the rule is so wrong, I don't know where to begin. No. The Ogre can't just "disengage". He has TWO options:
...
ETA: Therefore, once a Fighter engages an enemy, the only option that enemy has it to take out the Fighter or move backwards.