Cadfan said:There should be a name for this fallacy, in which one reasons that the more combat options a game has the less roleplaying options it must have as a result. Its similar to the "D&D Fallacy," (which I just named) where people apply D&D character balance rules to real world people: "He's strong, so he must not be agile." "She's attractive, so she's not smart." Just as not all real life people are created from a limited point buy that forces them to skimp on statistics in one category to excel in another, real life gaming systems do not have a finite amount of positive traits which must trade off against one another.
Moridin said:There is much missing from the explanations of paladin and fighter marking from the D&D XP character sheet. Paladins cannot just mark-and-run to get damage on foes.
FIF4.olshanski said:Anyone design any splat-feats or spells yet:
Remarkable Foe: (Wiz9 Per Day ability)
Range: medium
Int attack vs Will
Save: Will negates
SR: No
When you cast this on an opponent, that opponent becomes remarkable. Once marked, any subsequent marks do not overide previous marks, but rather stack.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.