EzekielRaiden
Follower of the Way
It's not a "taunt" at all, and is in fact logically and procedurally the exact inverse of a taunt. It forces the actual brain behind the monster--the GM--to make a choice. Taunts are mind control, forcing an opponent to attack one and only one target no matter what it might want to do. "Threat", likewise, is mind control: a creature must attack the target that has the most "threat" (or "enmity" or "hate" etc.) Mark mechanics can only work by requiring choices, forcing the monster to decide which thing is actually worth attacking. As said, it is in both logic and procedure the reverse of a taunt/threat.They pretty much were. Defender roles had Marks from level 1 - effectively pseudo taunt powers. Strikers had damage boosting traits on single targets. Leaders had effects that boosted healing and/or buffs. Controllers were defined by battlefield control, AoEs, and debuffs. Each group had powers that tied into their role mechanics.
And yes, you had one single mechanic that made sure you could do the basics of some role. You could then build in any direction you wanted after that--and it was quite possible to become pretty damn good at something else, Striker most specifically. If that is all it takes for roles to be "rigid", then why aren't Fighters and Paladins rigidly locked into being Strikers, given they get Extra Attack and either more uses of Extra Attack, or buffs that are functionally equivalent to doing additional attacks' worth of damage? That's just as hard-coded as the Sorcerer adding CHA to their magical attacks in 4e, and yet nobody screams from the rooftops that Fighters and Paladins have "rigid" roles of any kind.
"Never not X" is not the same as "You are only ever allowed to be X", which is what people have always meant.You could adopt, and often did, secondary roles, but your main role was very much set in stone. Having an paladin in the party was no replacement for a full Leader. Paladins and Fighters were never NOT defenders. Rogues were always strikers. This was unavoidable.
And all you needed to be full Leader as a Paladin was taking the Hospitaler PP. That was kind of low-hanging fruit, so I'm not really sure why you used such an easily-disproved example. Would have been much harder to, say, become a Defender as a Wizard--but even that isn't totally beyond the pale.
Your problem is using MMO roles, which don't actually map to the 4e roles all that well. Defenders aren't tanks--they mostly cannot taunt, since taunts are literal mind control, and they literally cannot be the only one getting attacked, as they will die very quickly if that happens and no Leader can save them from it.In 5e, classes are defined more by their class fantasy / trope / story archetype than they are their tank/dps/support/CC mechanical role.
The roles in 4e didn't come from MMOs, despite all the falsehoods said about them, even from folks who worked on 4e, like Mr. Mearls. They come--names and all, except Controller--from soccer. Even the very idea of having "zone" controllers vs "mark" controllers? Yeah, that comes from soccer. Those are two different styles of being a defense player in soccer: locking down one specific area and trying to aggressively prevent easy motion through that area, and locking down specific opponents whom you're actively hounding to prevent their ability to get the ball where they want it to be.
One part of why Controller struggled--in addition to some of the things Mr. Heinsoo revealed in an interview--is that it is the only role rooted solely in D&D itself, that couldn't build off the soccer analogy. IRL, there's no ability to rework the soccer field itself, physically accelerate your allies, nor rearrange or debilitate your opponents.